protected void Draw_Base(Effect effect_, RenderTarget2D surface_, Texture2D texture0_, float tick_) { GraphicsDevice.SetRenderTarget(0, surface_); Manager.SpriteBatch.Begin(SpriteBlendMode.None, SpriteSortMode.Immediate, SaveStateMode.None); effect_.Begin(); foreach (EffectPass pass in effect_.CurrentTechnique.Passes) { pass.Begin(); PostProcessManager.DrawScreenRect(Manager.SpriteBatch, texture0_); pass.End(); } effect_.End(); Manager.SpriteBatch.End(); GraphicsDevice.SetRenderTarget(0, null); }
public PostProcessEffect(GraphicsDevice device_, PostProcessManager manager_) { device = device_; manager = manager_; }