DrawInternal() private method

private DrawInternal ( Microsoft.Xna.Framework.Graphics.Texture2D texture, System.Vector4 destinationRectangle, Rectangle sourceRectangle, System.Color color, float rotation, System.Vector2 origin, SpriteEffects effect, float depth, bool autoFlush ) : void
texture Microsoft.Xna.Framework.Graphics.Texture2D
destinationRectangle System.Vector4
sourceRectangle Rectangle
color System.Color
rotation float
origin System.Vector2
effect SpriteEffects
depth float
autoFlush bool
return void
コード例 #1
0
ファイル: SpriteFont.cs プロジェクト: fragcastle/MonoGame
        internal void DrawInto( SpriteBatch spriteBatch, ref CharacterSource text, Vector2 position, Color color,
			                    float rotation, Vector2 origin, Vector2 scale, SpriteEffects effect, float depth)
		{
            var flipAdjustment = Vector2.Zero;

            var flippedVert = (effect & SpriteEffects.FlipVertically) == SpriteEffects.FlipVertically;
            var flippedHorz = (effect & SpriteEffects.FlipHorizontally) == SpriteEffects.FlipHorizontally;

            if (flippedVert || flippedHorz)
            {
                Vector2 size;
                MeasureString(ref text, out size);

                if (flippedHorz)
                {
                    origin.X *= -1;
                    scale.X *= -1;
                    flipAdjustment.X = -size.X;
                }

                if (flippedVert)
                {
                    origin.Y *= -1;
                    scale.Y *= -1;
                    flipAdjustment.Y = LineSpacing - size.Y;
                }
            }

            // TODO: This looks excessive... i suspect we could do most
            // of this with simple vector math and avoid this much matrix work.

            Matrix transformation, temp;
            Matrix.CreateTranslation(-origin.X, -origin.Y, 0f, out transformation);
            Matrix.CreateScale(scale.X, scale.Y, 1f, out temp);
            Matrix.Multiply(ref transformation, ref temp, out transformation);
            Matrix.CreateTranslation(flipAdjustment.X, flipAdjustment.Y, 0, out temp);
            Matrix.Multiply(ref temp, ref transformation, out transformation);
            Matrix.CreateRotationZ(rotation, out temp);
            Matrix.Multiply(ref transformation, ref temp, out transformation);
            Matrix.CreateTranslation(position.X, position.Y, 0f, out temp);
            Matrix.Multiply(ref transformation, ref temp, out transformation);

            // Get the default glyph here once.
            Glyph? defaultGlyph = null;
            if (DefaultCharacter.HasValue)
                defaultGlyph = _glyphs[DefaultCharacter.Value];

            var currentGlyph = Glyph.Empty;
            var offset = Vector2.Zero;
            var hasCurrentGlyph = false;

			for (var i = 0; i < text.Length; ++i)
            {
                var c = text[i];
                if (c == '\r')
                {
                    hasCurrentGlyph = false;
                    continue;
                }

                if (c == '\n')
                {
                    offset.X = 0;
                    offset.Y += LineSpacing;
                    hasCurrentGlyph = false;
                    continue;
                }

                if (hasCurrentGlyph)
                    offset.X += Spacing + currentGlyph.Width + currentGlyph.RightSideBearing;

                hasCurrentGlyph = _glyphs.TryGetValue(c, out currentGlyph);
                if (!hasCurrentGlyph)
                {
                    if (!defaultGlyph.HasValue)
                        throw new ArgumentException(Errors.TextContainsUnresolvableCharacters, "text");

                    currentGlyph = defaultGlyph.Value;
                    hasCurrentGlyph = true;
                }
                offset.X += currentGlyph.LeftSideBearing;
                var p = offset;

				if (flippedHorz)
                    p.X += currentGlyph.BoundsInTexture.Width;
                p.X += currentGlyph.Cropping.X;

				if (flippedVert)
                    p.Y += currentGlyph.BoundsInTexture.Height - LineSpacing;
                p.Y += currentGlyph.Cropping.Y;

				Vector2.Transform(ref p, ref transformation, out p);

                var destRect = new Vector4( p.X, p.Y, 
                                            currentGlyph.BoundsInTexture.Width * scale.X,
                                            currentGlyph.BoundsInTexture.Height * scale.Y);

                // TODO: We're passing SpriteEffects thru here unchanged, but
                // it seems we're applyting the flips ourselves above.
                //
                // This just might be a bug!

				spriteBatch.DrawInternal(
                    _texture, destRect, currentGlyph.BoundsInTexture,
					color, rotation, Vector2.Zero, effect, depth);
			}
		}
コード例 #2
0
        internal void DrawInto( SpriteBatch spriteBatch, ref CharacterSource text, Vector2 position, Color color,
			                    float rotation, Vector2 origin, Vector2 scale, SpriteEffects effect, float depth)
		{
            var flipAdjustment = Vector2.Zero;

            var flippedVert = (effect & SpriteEffects.FlipVertically) == SpriteEffects.FlipVertically;
            var flippedHorz = (effect & SpriteEffects.FlipHorizontally) == SpriteEffects.FlipHorizontally;

            if (flippedVert || flippedHorz)
            {
                Vector2 size;
                MeasureString(ref text, out size);

                if (flippedHorz)
                {
                    origin.X *= -1;
                    flipAdjustment.X = -size.X;
                }

                if (flippedVert)
                {
                    origin.Y *= -1;
                    flipAdjustment.Y = LineSpacing - size.Y;
                }
            }

            // TODO: This looks excessive... i suspect we could do most
            // of this with simple vector math and avoid this much matrix work.

            Matrix transformation, temp;
            Matrix.CreateTranslation(-origin.X, -origin.Y, 0f, out transformation);
            Matrix.CreateScale((flippedHorz ? -scale.X : scale.X), (flippedVert ? -scale.Y : scale.Y), 1f, out temp);
            Matrix.Multiply(ref transformation, ref temp, out transformation);
            Matrix.CreateTranslation(flipAdjustment.X, flipAdjustment.Y, 0, out temp);
            Matrix.Multiply(ref temp, ref transformation, out transformation);
            Matrix.CreateRotationZ(rotation, out temp);
            Matrix.Multiply(ref transformation, ref temp, out transformation);
            Matrix.CreateTranslation(position.X, position.Y, 0f, out temp);
            Matrix.Multiply(ref transformation, ref temp, out transformation);

            // Get the default glyph here once.
            Glyph? defaultGlyph = null;
            if (DefaultCharacter.HasValue)
                defaultGlyph = _glyphs[DefaultCharacter.Value];

            var currentGlyph = Glyph.Empty;
            var offset = Vector2.Zero;
            var hasCurrentGlyph = false;
            var firstGlyphOfLine = true;

			for (var i = 0; i < text.Length; ++i)
            {
                var c = text[i];
                if (c == '\r')
                {
                    hasCurrentGlyph = false;
                    continue;
                }

                if (c == '\n')
                {
                    offset.X = 0;
                    offset.Y += LineSpacing;
                    hasCurrentGlyph = false;
                    firstGlyphOfLine = true;
                    continue;
                }

                if (hasCurrentGlyph) {
                    offset.X += Spacing + currentGlyph.Width + currentGlyph.RightSideBearing;
                }

                hasCurrentGlyph = _glyphs.TryGetValue(c, out currentGlyph);
                if (!hasCurrentGlyph)
                {
                    if (!defaultGlyph.HasValue)
                        throw new ArgumentException(Errors.TextContainsUnresolvableCharacters, "text");

                    currentGlyph = defaultGlyph.Value;
                    hasCurrentGlyph = true;
                }

                if (hasCurrentGlyph) {
                    // The first character on a line might have a negative left side bearing.
                    // In this scenario, SpriteBatch/SpriteFont normally offset the text to the right,
                    //  so that text does not hang off the left side of its rectangle.
                    if (firstGlyphOfLine) {
                        offset.X = Math.Max(offset.X, 0);
                        firstGlyphOfLine = false;
                    } else {
                        offset.X += currentGlyph.LeftSideBearing;
                    }
                }

                var p = offset;

				if (flippedHorz)
                    p.X += currentGlyph.BoundsInTexture.Width;
                p.X += currentGlyph.Cropping.X;

				if (flippedVert)
                    p.Y += currentGlyph.BoundsInTexture.Height - LineSpacing;
                p.Y += currentGlyph.Cropping.Y;

				Vector2.Transform(ref p, ref transformation, out p);

                var destRect = new Vector4( p.X, p.Y, 
                                            currentGlyph.BoundsInTexture.Width * scale.X,
                                            currentGlyph.BoundsInTexture.Height * scale.Y);

				spriteBatch.DrawInternal(
                    _texture, destRect, currentGlyph.BoundsInTexture,
					color, rotation, Vector2.Zero, effect, depth, false);
			}

			// We need to flush if we're using Immediate sort mode.
			spriteBatch.FlushIfNeeded();
		}
コード例 #3
0
ファイル: SpriteFont.cs プロジェクト: Zeludon/FEZ
 internal void DrawInto(SpriteBatch spriteBatch, ref SpriteFont.CharacterSource text, Vector2 position, Color color, float rotation, Vector2 origin, Vector2 scale, SpriteEffects effect, float depth)
 {
   Vector2 zero1 = Vector2.Zero;
   bool flag1 = (effect & SpriteEffects.FlipVertically) == SpriteEffects.FlipVertically;
   bool flag2 = (effect & SpriteEffects.FlipHorizontally) == SpriteEffects.FlipHorizontally;
   if (flag1 || flag2)
   {
     Vector2 size;
     this.MeasureString(ref text, out size);
     if (flag2)
     {
       origin.X *= -1f;
       scale.X *= -1f;
       zero1.X = -size.X;
     }
     if (flag1)
     {
       origin.Y *= -1f;
       scale.Y *= -1f;
       zero1.Y = (float) this.LineSpacing - size.Y;
     }
   }
   Matrix result1;
   Matrix.CreateTranslation(-origin.X, -origin.Y, 0.0f, out result1);
   Matrix result2;
   Matrix.CreateScale(scale.X, scale.Y, 1f, out result2);
   Matrix.Multiply(ref result1, ref result2, out result1);
   Matrix.CreateTranslation(zero1.X, zero1.Y, 0.0f, out result2);
   Matrix.Multiply(ref result2, ref result1, out result1);
   Matrix.CreateRotationZ(rotation, out result2);
   Matrix.Multiply(ref result1, ref result2, out result1);
   Matrix.CreateTranslation(position.X, position.Y, 0.0f, out result2);
   Matrix.Multiply(ref result1, ref result2, out result1);
   SpriteFont.Glyph? nullable = new SpriteFont.Glyph?();
   if (this.DefaultCharacter.HasValue)
     nullable = new SpriteFont.Glyph?(this._glyphs[this.DefaultCharacter.Value]);
   SpriteFont.Glyph glyph = SpriteFont.Glyph.Empty;
   Vector2 zero2 = Vector2.Zero;
   bool flag3 = false;
   for (int index = 0; index < text.Length; ++index)
   {
     char key = text[index];
     switch (key)
     {
       case '\r':
         flag3 = false;
         break;
       case '\n':
         zero2.X = 0.0f;
         zero2.Y += (float) this.LineSpacing;
         flag3 = false;
         break;
       default:
         if (flag3)
           zero2.X += this.Spacing + glyph.Width + glyph.RightSideBearing;
         flag3 = this._glyphs.TryGetValue(key, out glyph);
         if (!flag3)
         {
           if (!nullable.HasValue)
             throw new ArgumentException("Text contains characters that cannot be resolved by this SpriteFont.", "text");
           glyph = nullable.Value;
           flag3 = true;
         }
         zero2.X += glyph.LeftSideBearing;
         Vector2 result3 = zero2;
         if (flag2)
           result3.X += (float) glyph.BoundsInTexture.Width;
         result3.X += (float) glyph.Cropping.X;
         if (flag1)
           result3.Y += (float) (glyph.BoundsInTexture.Height - this.LineSpacing);
         result3.Y += (float) glyph.Cropping.Y;
         Vector2.Transform(ref result3, ref result1, out result3);
         Vector4 destinationRectangle = new Vector4(result3.X, result3.Y, (float) glyph.BoundsInTexture.Width * scale.X, (float) glyph.BoundsInTexture.Height * scale.Y);
         spriteBatch.DrawInternal(this._texture, destinationRectangle, new Rectangle?(glyph.BoundsInTexture), color, rotation, Vector2.Zero, effect, depth);
         break;
     }
   }
 }
コード例 #4
0
        internal void DrawInto(
            SpriteBatch spriteBatch,
            ref CharacterSource text,
            Vector2 position,
            Color color,
            float rotation,
            Vector2 origin,
            Vector2 scale,
            SpriteEffects effect,
            float depth
            )
        {
            Vector2 flipAdjustment = Vector2.Zero;

            bool flippedVert = (effect & SpriteEffects.FlipVertically) == SpriteEffects.FlipVertically;
            bool flippedHorz = (effect & SpriteEffects.FlipHorizontally) == SpriteEffects.FlipHorizontally;

            if (flippedVert || flippedHorz)
            {
                Vector2 size;
                MeasureString(ref text, out size);

                if (flippedHorz)
                {
                    origin.X        *= -1;
                    flipAdjustment.X = -size.X;
                }

                if (flippedVert)
                {
                    origin.Y        *= -1;
                    flipAdjustment.Y = LineSpacing - size.Y;
                }
            }

            /* TODO: This looks excessive... i suspect we could do most
             * of this with simple vector math and avoid this much matrix work.
             */

            Matrix transformation, temp;

            Matrix.CreateTranslation(-origin.X, -origin.Y, 0f, out transformation);
            Matrix.CreateScale((flippedHorz ? -scale.X : scale.X), (flippedVert ? -scale.Y : scale.Y), 1f, out temp);
            Matrix.Multiply(ref transformation, ref temp, out transformation);
            Matrix.CreateTranslation(flipAdjustment.X, flipAdjustment.Y, 0, out temp);
            Matrix.Multiply(ref temp, ref transformation, out transformation);
            Matrix.CreateRotationZ(rotation, out temp);
            Matrix.Multiply(ref transformation, ref temp, out transformation);
            Matrix.CreateTranslation(position.X, position.Y, 0f, out temp);
            Matrix.Multiply(ref transformation, ref temp, out transformation);

            // Get the default glyph here once.
            Glyph?defaultGlyph = null;

            if (DefaultCharacter.HasValue)
            {
                defaultGlyph = _glyphs[DefaultCharacter.Value];
            }

            Glyph   currentGlyph     = Glyph.Empty;
            Vector2 offset           = Vector2.Zero;
            bool    hasCurrentGlyph  = false;
            bool    firstGlyphOfLine = true;

            for (int i = 0; i < text.Length; i += 1)
            {
                char c = text[i];
                if (c == '\r')
                {
                    hasCurrentGlyph = false;
                    continue;
                }

                if (c == '\n')
                {
                    offset.X         = 0;
                    offset.Y        += LineSpacing;
                    hasCurrentGlyph  = false;
                    firstGlyphOfLine = true;
                    continue;
                }

                if (hasCurrentGlyph)
                {
                    offset.X += Spacing + currentGlyph.Width + currentGlyph.RightSideBearing;
                }

                hasCurrentGlyph = _glyphs.TryGetValue(c, out currentGlyph);
                if (!hasCurrentGlyph)
                {
                    if (!defaultGlyph.HasValue)
                    {
                        throw new ArgumentException(Errors.TextContainsUnresolvableCharacters, "text");
                    }

                    currentGlyph    = defaultGlyph.Value;
                    hasCurrentGlyph = true;
                }

                if (hasCurrentGlyph)
                {
                    /* The first character on a line might have a negative left side bearing.
                     * In this scenario, SpriteBatch/SpriteFont normally offset the text to the right,
                     * so that text does not hang off the left side of its rectangle.
                     */
                    if (firstGlyphOfLine)
                    {
                        offset.X         = Math.Max(offset.X, 0);
                        firstGlyphOfLine = false;
                    }
                    else
                    {
                        offset.X += currentGlyph.LeftSideBearing;
                    }
                }

                Vector2 p = offset;

                if (flippedHorz)
                {
                    p.X += currentGlyph.BoundsInTexture.Width;
                }

                p.X += currentGlyph.Cropping.X;

                if (flippedVert)
                {
                    p.Y += currentGlyph.BoundsInTexture.Height - LineSpacing;
                }

                p.Y += currentGlyph.Cropping.Y;

                Vector2.Transform(ref p, ref transformation, out p);

                Vector4 destRect = new Vector4(
                    p.X,
                    p.Y,
                    currentGlyph.BoundsInTexture.Width * scale.X,
                    currentGlyph.BoundsInTexture.Height * scale.Y
                    );

                spriteBatch.DrawInternal(
                    _texture,
                    destRect,
                    currentGlyph.BoundsInTexture,
                    color,
                    rotation,
                    Vector2.Zero,
                    effect,
                    depth,
                    false
                    );
            }

            // We need to flush if we're using Immediate sort mode.
            spriteBatch.FlushIfNeeded();
        }
コード例 #5
0
        internal void DrawInto(SpriteBatch spriteBatch, ref SpriteFont.CharacterSource text, Vector2 position, Color color, float rotation, Vector2 origin, Vector2 scale, SpriteEffects effect, float depth)
        {
            Vector2 zero1 = Vector2.Zero;
            bool    flag1 = (effect & SpriteEffects.FlipVertically) == SpriteEffects.FlipVertically;
            bool    flag2 = (effect & SpriteEffects.FlipHorizontally) == SpriteEffects.FlipHorizontally;

            if (flag1 || flag2)
            {
                Vector2 size;
                this.MeasureString(ref text, out size);
                if (flag2)
                {
                    origin.X *= -1f;
                    scale.X  *= -1f;
                    zero1.X   = -size.X;
                }
                if (flag1)
                {
                    origin.Y *= -1f;
                    scale.Y  *= -1f;
                    zero1.Y   = (float)this.LineSpacing - size.Y;
                }
            }
            Matrix result1;

            Matrix.CreateTranslation(-origin.X, -origin.Y, 0.0f, out result1);
            Matrix result2;

            Matrix.CreateScale(scale.X, scale.Y, 1f, out result2);
            Matrix.Multiply(ref result1, ref result2, out result1);
            Matrix.CreateTranslation(zero1.X, zero1.Y, 0.0f, out result2);
            Matrix.Multiply(ref result2, ref result1, out result1);
            Matrix.CreateRotationZ(rotation, out result2);
            Matrix.Multiply(ref result1, ref result2, out result1);
            Matrix.CreateTranslation(position.X, position.Y, 0.0f, out result2);
            Matrix.Multiply(ref result1, ref result2, out result1);
            SpriteFont.Glyph?nullable = new SpriteFont.Glyph?();
            if (this.DefaultCharacter.HasValue)
            {
                nullable = new SpriteFont.Glyph?(this._glyphs[this.DefaultCharacter.Value]);
            }
            SpriteFont.Glyph glyph = SpriteFont.Glyph.Empty;
            Vector2          zero2 = Vector2.Zero;
            bool             flag3 = false;

            for (int index = 0; index < text.Length; ++index)
            {
                char key = text[index];
                switch (key)
                {
                case '\r':
                    flag3 = false;
                    break;

                case '\n':
                    zero2.X  = 0.0f;
                    zero2.Y += (float)this.LineSpacing;
                    flag3    = false;
                    break;

                default:
                    if (flag3)
                    {
                        zero2.X += this.Spacing + glyph.Width + glyph.RightSideBearing;
                    }
                    flag3 = this._glyphs.TryGetValue(key, out glyph);
                    if (!flag3)
                    {
                        if (!nullable.HasValue)
                        {
                            throw new ArgumentException("Text contains characters that cannot be resolved by this SpriteFont.", "text");
                        }
                        glyph = nullable.Value;
                        flag3 = true;
                    }
                    zero2.X += glyph.LeftSideBearing;
                    Vector2 result3 = zero2;
                    if (flag2)
                    {
                        result3.X += (float)glyph.BoundsInTexture.Width;
                    }
                    result3.X += (float)glyph.Cropping.X;
                    if (flag1)
                    {
                        result3.Y += (float)(glyph.BoundsInTexture.Height - this.LineSpacing);
                    }
                    result3.Y += (float)glyph.Cropping.Y;
                    Vector2.Transform(ref result3, ref result1, out result3);
                    Vector4 destinationRectangle = new Vector4(result3.X, result3.Y, (float)glyph.BoundsInTexture.Width * scale.X, (float)glyph.BoundsInTexture.Height * scale.Y);
                    spriteBatch.DrawInternal(this._texture, destinationRectangle, new Rectangle?(glyph.BoundsInTexture), color, rotation, Vector2.Zero, effect, depth);
                    break;
                }
            }
        }
コード例 #6
0
        internal void DrawInto(SpriteBatch spriteBatch, ref CharacterSource text, Vector2 position, Color color,
                               float rotation, Vector2 origin, Vector2 scale, SpriteEffects effect, float depth)
        {
            var flipAdjustment = Vector2.Zero;

            var flippedVert = (effect & SpriteEffects.FlipVertically) == SpriteEffects.FlipVertically;
            var flippedHorz = (effect & SpriteEffects.FlipHorizontally) == SpriteEffects.FlipHorizontally;

            if (flippedVert || flippedHorz)
            {
                Vector2 size;
                MeasureString(ref text, out size);

                if (flippedHorz)
                {
                    origin.X        *= -1;
                    scale.X         *= -1;
                    flipAdjustment.X = -size.X;
                }

                if (flippedVert)
                {
                    origin.Y        *= -1;
                    scale.Y         *= -1;
                    flipAdjustment.Y = LineSpacing - size.Y;
                }
            }

            // TODO: This looks excessive... i suspect we could do most
            // of this with simple vector math and avoid this much matrix work.

            Matrix transformation, temp;

            Matrix.CreateTranslation(-origin.X, -origin.Y, 0f, out transformation);
            Matrix.CreateScale(scale.X, scale.Y, 1f, out temp);
            Matrix.Multiply(ref transformation, ref temp, out transformation);
            Matrix.CreateTranslation(flipAdjustment.X, flipAdjustment.Y, 0, out temp);
            Matrix.Multiply(ref temp, ref transformation, out transformation);
            Matrix.CreateRotationZ(rotation, out temp);
            Matrix.Multiply(ref transformation, ref temp, out transformation);
            Matrix.CreateTranslation(position.X, position.Y, 0f, out temp);
            Matrix.Multiply(ref transformation, ref temp, out transformation);

            // Get the default glyph here once.
            Glyph?defaultGlyph = null;

            if (DefaultCharacter.HasValue)
            {
                defaultGlyph = _glyphs[DefaultCharacter.Value];
            }

            var currentGlyph     = Glyph.Empty;
            var offset           = Vector2.Zero;
            var hasCurrentGlyph  = false;
            var firstGlyphOfLine = true;

            for (var i = 0; i < text.Length; ++i)
            {
                var c = text[i];
                if (c == '\r')
                {
                    hasCurrentGlyph = false;
                    continue;
                }

                if (c == '\n')
                {
                    offset.X         = 0;
                    offset.Y        += LineSpacing;
                    hasCurrentGlyph  = false;
                    firstGlyphOfLine = true;
                    continue;
                }

                if (hasCurrentGlyph)
                {
                    offset.X += Spacing + currentGlyph.Width + currentGlyph.RightSideBearing;
                }

                hasCurrentGlyph = _glyphs.TryGetValue(c, out currentGlyph);
                if (!hasCurrentGlyph)
                {
                    if (!defaultGlyph.HasValue)
                    {
                        throw new ArgumentException(Errors.TextContainsUnresolvableCharacters, "text");
                    }

                    currentGlyph    = defaultGlyph.Value;
                    hasCurrentGlyph = true;
                }

                if (hasCurrentGlyph)
                {
                    // The first character on a line might have a negative left side bearing.
                    // In this scenario, SpriteBatch/SpriteFont normally offset the text to the right,
                    //  so that text does not hang off the left side of its rectangle.
                    if (firstGlyphOfLine)
                    {
                        offset.X         = Math.Max(offset.X, 0);
                        firstGlyphOfLine = false;
                    }
                    else
                    {
                        offset.X += currentGlyph.LeftSideBearing;
                    }
                }

                var p = offset;

                if (flippedHorz)
                {
                    p.X += currentGlyph.BoundsInTexture.Width;
                }
                p.X += currentGlyph.Cropping.X;

                if (flippedVert)
                {
                    p.Y += currentGlyph.BoundsInTexture.Height - LineSpacing;
                }
                p.Y += currentGlyph.Cropping.Y;

                Vector2.Transform(ref p, ref transformation, out p);

                var destRect = new Vector4(p.X, p.Y,
                                           currentGlyph.BoundsInTexture.Width * scale.X,
                                           currentGlyph.BoundsInTexture.Height * scale.Y);

                // TODO: We're passing SpriteEffects thru here unchanged, but
                // it seems we're applyting the flips ourselves above.
                //
                // This just might be a bug!

                spriteBatch.DrawInternal(
                    _texture, destRect, currentGlyph.BoundsInTexture,
                    color, rotation, Vector2.Zero, effect, depth);
            }
        }