public bool Render(SharpDX.Direct3D11.DeviceContext deviceContext, DShaderManager shaderManager, Matrix worldMatrix, Matrix viewMatrix, Matrix orthoMatrix)
        {
            // Put the mini-map bitmap vertex and index buffers on the graphics pipeline to prepare them for drawing.
            if (!MiniMapBitmap.Render(deviceContext, m_mapLocationX, m_mapLocationY))
            {
                return(false);
            }
            // Render the mini-map bitmap using the texture shader.
            if (!shaderManager.RenderTextureShader(deviceContext, MiniMapBitmap.IndexCount, worldMatrix, viewMatrix, orthoMatrix, MiniMapBitmap.Texture.TextureResource))
            {
                return(false);
            }

            // Put the point bitmap vertex and index buffers on the graphics pipeline to prepare them for drawing.
            if (!PointBitmap.Render(deviceContext, m_pointLocationX, m_pointLocationY))
            {
                return(false);
            }
            // Render the point bitmap using the texture shader.
            if (!shaderManager.RenderTextureShader(deviceContext, PointBitmap.IndexCount, worldMatrix, viewMatrix, orthoMatrix, PointBitmap.Texture.TextureResource))
            {
                return(false);
            }

            return(true);
        }
 public void ShutDown()
 {
     // Release the point bitmap object.
     PointBitmap?.Shutdown();
     PointBitmap = null;
     // Release the mini-map bitmap object.
     MiniMapBitmap?.Shutdown();
     MiniMapBitmap = null;
 }
 public void ShutDown()
 {
     // Release the point bitmap object.
     Point?.Shutdown();
     Point = null;
     // Release the border bitmap object.
     Border?.Shutdown();
     Border = null;
     // Release the mini-map bitmap object.
     MiniMapBitmap?.Shutdown();
     MiniMapBitmap = null;
 }
        public bool Render(DeviceContext deviceContext, Matrix worldMatrix, Matrix orthoMatrix, DTextureShader textureShader)
        {
            // Put the border bitmap vertex and index buffers on the graphics pipeline to prepare them for drawing.
            if (!Border.Render(deviceContext, (m_MapLocationX - 2), (m_MapLocationY - 2)))
            {
                return(false);
            }

            // Render the border bitmap using the texture shader.
            if (!textureShader.Render(deviceContext, Border.IndexCount, worldMatrix, ViewMatrix, orthoMatrix, Border.Texture.TextureResource))
            {
                return(false);
            }

            // Put the mini-map bitmap vertex and index buffers on the graphics pipeline to prepare them for drawing.
            if (!MiniMapBitmap.Render(deviceContext, m_MapLocationX, m_MapLocationY))
            {
                return(false);
            }

            // Render the mini-map bitmap using the texture shader.
            if (!textureShader.Render(deviceContext, MiniMapBitmap.IndexCount, worldMatrix, ViewMatrix, orthoMatrix, MiniMapBitmap.Texture.TextureResource))
            {
                return(false);
            }

            // Put the point bitmap vertex and index buffers on the graphics pipeline to prepare them for drawing.
            if (!Point.Render(deviceContext, m_PointLocationX, m_PointLocationY))
            {
                return(false);
            }

            // Render the point bitmap using the texture shader.
            if (!textureShader.Render(deviceContext, Point.IndexCount, worldMatrix, ViewMatrix, orthoMatrix, Point.Texture.TextureResource))
            {
                return(false);
            }

            return(true);
        }