示例#1
0
        /// <summary>
        /// Reference page contains code sample.
        /// </summary>
        /// <param name="gameTime">
        /// Time passed since the last call to Draw.
        /// </param>
        protected virtual void Draw(GameTime gameTime)
        {
            GameSystems.Draw(gameTime);

            // Make sure that the render target is set back to the back buffer
            // From a user perspective this is better. From an internal point of view,
            // this code is already present in GraphicsDeviceManager.BeginDraw()
            // but due to the fact that a GameSystem can modify the state of GraphicsDevice
            // we need to restore the default render targets
            // TODO: Check how we can handle this more cleanly
            if (GraphicsDevice != null && GraphicsDevice.Presenter.BackBuffer != null)
            {
                GraphicsContext.CommandList.SetRenderTargetAndViewport(GraphicsDevice.Presenter.DepthStencilBuffer, GraphicsDevice.Presenter.BackBuffer);
            }
        }
示例#2
0
 public sealed override void Draw()
 {
     // The draw order can be left to whatever the systems's current orders are.
     GameSystems.Draw(RenderTime);
 }