Пример #1
0
        /// <summary>
        /// Draws information in the display viewport.
        /// Resets the GraphicsDevice's context and makes the sceneViewport active.
        /// Has Game invoke all DrawableGameComponents Draw(GameTime).
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            draws++;
            display.Viewport = defaultViewport; //sceneViewport;
            display.Clear(Color.Black);         //CornflowerBlue   (Changed to black by David Kopp)

            // Draw into inspectorViewport
            display.Viewport = inspectorViewport;
            spriteBatch.Begin();
            inspector.Draw(spriteBatch);
            spriteBatch.End();

            // need to restore state changed by spriteBatch
//      GraphicsDevice.BlendState = BlendState.Opaque;
//      GraphicsDevice.DepthStencilState = DepthStencilState.Default;
//      GraphicsDevice.SamplerStates[0] = SamplerState.LinearWrap;
            // draw objects in stage
            display.Viewport = sceneViewport;

            // Set background to a jpeg called stars. By David Kopp (Lines 581 - 583)
            spriteBatch.Begin();
            spriteBatch.Draw(background, Vector2.Zero);
            spriteBatch.End();
            display.RasterizerState = RasterizerState.CullNone;

            //// need to restore state changed by spriteBatch (Moved by David Kopp)
            GraphicsDevice.BlendState        = BlendState.Opaque;
            GraphicsDevice.DepthStencilState = DepthStencilState.Default;
            GraphicsDevice.SamplerStates[0]  = SamplerState.LinearWrap;
            base.Draw(gameTime); // draw all GameComponents and DrawableGameComponents
        }
Пример #2
0
 /// <summary>
 /// Draws information in the display viewport.
 /// Resets the GraphicsDevice's context and makes the sceneViewport active.
 /// Has Game invoke all DrawableGameComponents Draw(GameTime).
 /// </summary>
 /// <param name="gameTime">Provides a snapshot of timing values.</param>
 protected override void Draw(GameTime gameTime)
 {
     draws++;
     display.Viewport = defaultViewport; //sceneViewport;
     display.Clear(Color.CornflowerBlue);
     // Draw into inspectorViewport
     display.Viewport = inspectorViewport;
     spriteBatch.Begin();
     inspector.Draw(spriteBatch);
     spriteBatch.End();
     // need to restore state changed by spriteBatch
     GraphicsDevice.BlendState        = BlendState.Opaque;
     GraphicsDevice.DepthStencilState = DepthStencilState.Default;
     GraphicsDevice.SamplerStates[0]  = SamplerState.LinearWrap;
     // draw objects in stage
     display.Viewport        = sceneViewport;
     display.RasterizerState = RasterizerState.CullNone;
     base.Draw(gameTime); // draw all GameComponents and DrawableGameComponents
 }