public UIRenderPlane(UISpriteBatch batch, Promise <Texture2D> texture) { this.GD = batch.GraphicsDevice; this.Target = batch.GetBuffer(); this.Texture = texture; this.Batch = batch; //GD.PresentationParameters.RenderTargetUsage = RenderTargetUsage.PreserveContents; /** Switch the render target **/ Batch.Pause(); GD.SetRenderTarget(0, Target); GD.Clear(Color.TransparentBlack); Batch.Resume(); /** * batch.Pause(); * var buffer = batch.GetBuffer(); * var gd = GameFacade.GraphicsDevice; * * var renderTarget = gd.GetRenderTarget(0); * gd.SetRenderTarget(0, buffer); * batch.Resume(); * gd.render * //gd.Clear(Color.TransparentBlack);**/ }
public UIRenderPlane(UISpriteBatch batch, Promise<Texture2D> texture) { this.GD = batch.GraphicsDevice; this.Target = batch.GetBuffer(); this.Texture = texture; this.Batch = batch; //GD.PresentationParameters.RenderTargetUsage = RenderTargetUsage.PreserveContents; /** Switch the render target **/ Batch.Pause(); GD.SetRenderTarget(0, Target); GD.Clear(Color.TransparentBlack); Batch.Resume(); /** batch.Pause(); var buffer = batch.GetBuffer(); var gd = GameFacade.GraphicsDevice; var renderTarget = gd.GetRenderTarget(0); gd.SetRenderTarget(0, buffer); batch.Resume(); gd.render //gd.Clear(Color.TransparentBlack);**/ }
public UIRenderPlane(UISpriteBatch batch, Promise<Texture2D> texture) { this.GD = batch.GraphicsDevice; this.Target = batch.GetBuffer(); this.Texture = texture; this.Batch = batch; /** Switch the render target **/ Batch.Pause(); GD.SetRenderTarget(0, Target); GD.Clear(Color.TransparentBlack); Batch.Resume(); }
public UIRenderPlane(UISpriteBatch batch, Promise <Texture2D> texture) { this.GD = batch.GraphicsDevice; this.Target = batch.GetBuffer(); this.Texture = texture; this.Batch = batch; if (!UISpriteBatch.Invalidated) { /** Switch the render target **/ Batch.Pause(); GD.SetRenderTarget(0, Target); GD.Clear(Color.TransparentBlack); Batch.Resume(); } }