public bool Render(DDX11 D3DDevice, DShaderManager shaderManager, Matrix worldMatrix, Matrix baseViewMatrix, Matrix orthoMatrix)
        {
            // Turn off the Z buffer and enable alpha blending to begin 2D rendering.
            D3DDevice.TurnZBufferOff();
            D3DDevice.TurnOnAlphaBlending();

            // Render the fps string.
            FpsString.Render(D3DDevice.DeviceContext, shaderManager, worldMatrix, baseViewMatrix, orthoMatrix, Font1.Texture.TextureResource);

            // Render the position and rotation strings.
            foreach (DText position in PositionStrings)
            {
                position.Render(D3DDevice.DeviceContext, shaderManager, worldMatrix, baseViewMatrix, orthoMatrix, Font1.Texture.TextureResource);
            }

            // Render the video card strings.
            foreach (DText vidString in VideoStrings)
            {
                vidString.Render(D3DDevice.DeviceContext, shaderManager, worldMatrix, baseViewMatrix, orthoMatrix, Font1.Texture.TextureResource);
            }

            // Turn the Z buffer back on and disable alpha blending now that the 2D rendering has completed.
            D3DDevice.TurnZBufferOn();
            D3DDevice.TurnOffAlphaBlending();

            return(true);
        }
Esempio n. 2
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        public void Render(DirectX directXDevice, ShaderManager shaderManager, Matrix worldMatrix, Matrix viewMatrix, Matrix orthoMatrix)
        {
            directXDevice.SetZBuffer(false);
            directXDevice.SetAlphaBlending(true);

            FpsString.Render(directXDevice.DeviceContext, shaderManager, worldMatrix, viewMatrix, orthoMatrix, Font.Texture.TextureResource);

            foreach (var positionString in PositionStrings)
            {
                positionString.Render(directXDevice.DeviceContext, shaderManager, worldMatrix, viewMatrix, orthoMatrix, Font.Texture.TextureResource);
            }

            foreach (var videoString in VideoStrings)
            {
                videoString.Render(directXDevice.DeviceContext, shaderManager, worldMatrix, viewMatrix, orthoMatrix, Font.Texture.TextureResource);
            }

            directXDevice.SetZBuffer(true);
            directXDevice.SetAlphaBlending(false);
        }