public DrawAfter2D ( Microsoft.Xna.Framework.Graphics.GraphicsDevice gd, FSO.LotView.WorldState state ) : void | ||
gd | Microsoft.Xna.Framework.Graphics.GraphicsDevice | |
state | FSO.LotView.WorldState | |
return | void |
protected virtual void InternalDraw(GraphicsDevice device) { device.RasterizerState = RasterizerState.CullNone; State.PrepareLighting(); State._2D.OutputDepth = true; State._3D.Begin(device); State._2D.Begin(this.State.Camera); var pxOffset = -State.WorldSpace.GetScreenOffset(); //State._2D.PreciseZoom = State.PreciseZoom; State._2D.ResetMatrices(device.Viewport.Width, device.Viewport.Height); _3DWorld.DrawBefore2D(device, State); _2DWorld.Draw(device, State); State._2D.Pause(); State._2D.Resume(); _3DWorld.DrawAfter2D(device, State); State._2D.SetScroll(pxOffset); State._2D.End(); State._3D.End(); foreach (var particle in Blueprint.Particles) { particle.Draw(device, State); } State._2D.OutputDepth = false; }
private void InternalDraw(GraphicsDevice device) { State.PrepareLighting(); State._2D.OutputDepth = true; State._3D.Begin(device); State._2D.Begin(this.State.Camera); var pxOffset = -State.WorldSpace.GetScreenOffset(); //State._2D.PreciseZoom = State.PreciseZoom; State._2D.ResetMatrices(device.Viewport.Width, device.Viewport.Height); _3DWorld.DrawBefore2D(device, State); _2DWorld.Draw(device, State); State._2D.Pause(); State._2D.Resume(); _3DWorld.DrawAfter2D(device, State); State._2D.SetScroll(pxOffset); State._2D.End(); State._3D.End(); State._2D.OutputDepth = false; }
/// <summary> /// We will just take over the whole rendering of this scene :) /// </summary> /// <param name="device"></param> public override void Draw(GraphicsDevice device) { if (HasInit == false) { return; } State._3D.Begin(device); State._2D.Begin(this.State.Camera); var pxOffset = -State.WorldSpace.GetScreenOffset(); State._2D.ResetMatrices(device.Viewport.Width, device.Viewport.Height); _3DWorld.DrawBefore2D(device, State); _2DWorld.Draw(device, State); State._2D.Pause(); State._2D.Resume(); _3DWorld.DrawAfter2D(device, State); State._2D.SetScroll(pxOffset); State._2D.End(); State._3D.End(); }