/** * Automatically goes through and calls render on everything you added to the game loop, * override this loop to manually control the rendering process. */ virtual public void render(SpriteBatch spriteBatch) { // Render everything that should display on the screen. //spriteBatch.Begin(SpriteBlendMode.AlphaBlend, SpriteSortMode.Immediate, SaveStateMode.None); spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.NonPremultiplied, SamplerState.PointClamp, DepthStencilState.None, RasterizerState.CullCounterClockwise); //spriteBatch.GraphicsDevice.SamplerStates[0].Filter = TextureFilter.Point; defaultGroup.render(spriteBatch); spriteBatch.End(); }
/// <summary> /// Render all the elements. /// </summary> /// <param name="spriteBatch"></param> public void render(SpriteBatch spriteBatch) { spriteBatch.Draw(FlxG.XnaSheet, _consoleRect, _srcRect, _consoleColor); hudGroup.render(spriteBatch); p1HudText.render(spriteBatch); p2HudText.render(spriteBatch); p3HudText.render(spriteBatch); p4HudText.render(spriteBatch); keyboardButton.render(spriteBatch); ouyaButton.render(spriteBatch); xboxButton.render(spriteBatch); keyboardDirection.render(spriteBatch); ouyaDirection.render(spriteBatch); xboxDirection.render(spriteBatch); }