示例#1
0
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(new Color(0.3f, 0.3f, 0.3f));

            if (_graphics.PreferredBackBufferWidth != Window.ClientBounds.Width ||
                _graphics.PreferredBackBufferHeight != Window.ClientBounds.Height)
            {
                _graphics.PreferredBackBufferWidth  = Window.ClientBounds.Width;
                _graphics.PreferredBackBufferHeight = Window.ClientBounds.Height;
                _graphics.ApplyChanges();
            }

            // TODO: Add your drawing code here

            var mouseState = Mouse.GetState();

            _context.BeginFrame(_graphics.PreferredBackBufferWidth, _graphics.PreferredBackBufferHeight, 1.0f);

            var t = (float)gameTime.TotalGameTime.TotalSeconds;

            _demo.Render(_context,
                         0,
                         50,
                         _graphics.PreferredBackBufferWidth,
                         _graphics.PreferredBackBufferHeight,
                         t);

            _context.FontFaceId(Blendish.DefaultFontId);

            _perfGraph.Render(_context, 5, 5);

            _context.EndFrame();

/*			var texture = ((XNARenderer)_context._renderer)._textures[8];
 *
 *                      _spriteBatch.Begin();
 *                      _spriteBatch.Draw(texture, Vector2.Zero, Color.White);
 *                      _spriteBatch.End();*/

            base.Draw(gameTime);
        }