public SpriteBatch(GraphicsDevice graphicsDevice) { if (graphicsDevice == null) throw new ArgumentException("graphicsDevice"); this.GraphicsDevice = graphicsDevice; this._spriteEffect = new Effect(graphicsDevice, SpriteEffect.Bytecode); this._batcher = new SpriteBatcher(graphicsDevice); this._beginCalled = false; }
public SpriteBatch(GraphicsDevice graphicsDevice) { if (graphicsDevice == null) { throw new ArgumentException ("graphicsDevice"); } this.graphicsDevice = graphicsDevice; //spriteEffect = new SpriteEffect (this.graphicsDevice); _batcher = new SpriteBatcher (); }
public SpriteBatch(GraphicsDevice graphicsDevice) { if (graphicsDevice == null) { throw new ArgumentException("graphicsDevice"); } this.graphicsDevice = graphicsDevice; //spriteEffect = new SpriteEffect (this.graphicsDevice); _batcher = new SpriteBatcher(); }
public SpriteBatch(GraphicsDevice graphicsDevice) { if (graphicsDevice == null) { throw new ArgumentException("graphicsDevice"); } this.GraphicsDevice = graphicsDevice; this._spriteEffect = new Effect(graphicsDevice, SpriteEffect.Bytecode); this._batcher = new SpriteBatcher(graphicsDevice); this._beginCalled = false; }
public SpriteBatch(GraphicsDevice graphicsDevice) { if (graphicsDevice == null) { throw new ArgumentException("graphicsDevice"); } _graphicsDevice = graphicsDevice; _batcher = new SpriteBatcher(); }
public SpriteBatch( GraphicsDevice graphicsDevice ) { if (graphicsDevice == null ) { throw new ArgumentException("graphicsDevice"); } _graphicsDevice = graphicsDevice; _batcher = new SpriteBatcher(); }
public SpriteBatch (GraphicsDevice graphicsDevice) { if (graphicsDevice == null) { throw new ArgumentException ("graphicsDevice"); } this.GraphicsDevice = graphicsDevice; // Use a custom SpriteEffect so we can control the transformation matrix _spriteEffect = new Effect(graphicsDevice, SpriteEffect.Bytecode); _matrixTransform = _spriteEffect.Parameters["MatrixTransform"]; _spritePass = _spriteEffect.CurrentTechnique.Passes[0]; _batcher = new SpriteBatcher(graphicsDevice); _beginCalled = false; }
public SpriteBatch( GraphicsDevice graphicsDevice ) { if (graphicsDevice == null ) { throw new ArgumentException("graphicsDevice"); } this.graphicsDevice = graphicsDevice; _batcher = new SpriteBatcher(); if (GraphicsDevice.openGLESVersion == MonoTouch.OpenGLES.EAGLRenderingAPI.OpenGLES2) InitGL20(); }
public SpriteBatch (GraphicsDevice graphicsDevice) { if (graphicsDevice == null) { throw new ArgumentException ("graphicsDevice"); } this.GraphicsDevice = graphicsDevice; // Use a custom SpriteEffect so we can control the transformation matrix _spriteEffect = new Effect(graphicsDevice, SpriteEffect.Bytecode); _batcher = new SpriteBatcher(graphicsDevice); _beginCalled = false; }
public SpriteBatch(GraphicsDevice graphicsDevice) { if (graphicsDevice == null) { throw new ArgumentException("graphicsDevice"); } this.GraphicsDevice = graphicsDevice; // Use a custom SpriteEffect so we can control the transformation matrix _spriteEffect = new Effect(graphicsDevice, SpriteEffect.Bytecode); _batcher = new SpriteBatcher(graphicsDevice); _beginCalled = false; }
public SpriteBatch(GraphicsDevice graphicsDevice) { if (graphicsDevice == null) { throw new ArgumentException("graphicsDevice"); } this.graphicsDevice = graphicsDevice; _batcher = new SpriteBatcher(); if (GraphicsDevice.openGLESVersion == MonoTouch.OpenGLES.EAGLRenderingAPI.OpenGLES2) { InitGL20(); } }
/// <summary> /// Constructs a <see cref="SpriteBatch"/>. /// </summary> /// <param name="graphicsDevice">The <see cref="GraphicsDevice"/>, which will be used for sprite rendering.</param> /// <param name="capacity">The initial capacity of the internal array holding batch items (the value will be rounded to the next multiple of 64).</param> /// <exception cref="ArgumentNullException">Thrown when <paramref name="graphicsDevice"/> is null.</exception> public SpriteBatch(GraphicsDevice graphicsDevice, int capacity) { if (graphicsDevice == null) { throw new ArgumentNullException("graphicsDevice", FrameworkResources.ResourceCreationWhenDeviceIsNull); } this.GraphicsDevice = graphicsDevice; _spriteEffect = new SpriteEffect(graphicsDevice); _spritePass = _spriteEffect.CurrentTechnique.Passes[0]; _batcher = new SpriteBatcher(graphicsDevice, capacity); _beginCalled = false; }
public SpriteBatch(GraphicsDevice graphicsDevice) { if (graphicsDevice == null) { throw new ArgumentException("graphicsDevice"); } this.graphicsDevice = graphicsDevice; _batcher = new SpriteBatcher(); #if ANDROID if (GraphicsDevice.OpenGLESVersion == OpenTK.Graphics.GLContextVersion.Gles2_0) #else if (GraphicsDevice.OpenGLESVersion == MonoTouch.OpenGLES.EAGLRenderingAPI.OpenGLES2) #endif { InitGL20(); } }
public SpriteBatch ( GraphicsDevice graphicsDevice ) { if (graphicsDevice == null ) { throw new ArgumentException("graphicsDevice"); } this.graphicsDevice = graphicsDevice; _batcher = new SpriteBatcher(); #if IPHONE if(GraphicsDevice.OpenGLESVersion == MonoTouch.OpenGLES.EAGLRenderingAPI.OpenGLES2) InitGL20(); #elif ANDROID if (GraphicsDevice.OpenGLESVersion == OpenTK.Graphics.GLContextVersion.Gles2_0) InitGL20(); #endif }