public static void Render(GameTime gameTime) { Screen.Render(); DebugRenderer.Draw(); ScreenEffects.Instance.Draw(); GameConsole.Render(); DebugRenderer.DrawText(); _fpsCounter.Draw(gameTime); }
public static void Render(GameTime gameTime) { Device.SetRenderTarget(screenshot); Device.DepthStencilState = new DepthStencilState() { DepthBufferEnable = true }; Screen.Render(); DebugRenderer.Draw(); ScreenEffects.Instance.Draw(); GameConsole.Render(); DebugRenderer.DrawText(); _fpsCounter.Draw(gameTime); Device.SetRenderTarget(null); //redraw everything to window Device.Clear(Color.Black); SpriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone); SpriteBatch.Draw(screenshot, new Rectangle(0, 0, Device.PresentationParameters.BackBufferWidth, Device.PresentationParameters.BackBufferHeight), Color.White); SpriteBatch.End(); }