public static void BeginCamera(this SpriteBatch mBatch, Camera2D camera, BlendState bstate)
 {
     mBatch.Begin(SpriteSortMode.Deferred, bstate, SamplerState.AnisotropicWrap, DepthStencilState.Default, RasterizerState.CullNone, null, camera.GetViewTransformationMatrix());
 }
 public static void BeginCamera(this SpriteBatch mBatch, Camera2D camera)
 {
     mBatch.Begin(SpriteSortMode.BackToFront, BlendState.NonPremultiplied, SamplerState.AnisotropicClamp, DepthStencilState.Default, RasterizerState.CullNone, null, camera.GetViewTransformationMatrix());
 }
示例#3
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        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            //set virtual screen resolution
            _irr = new ResolutionRenderer(this, VIRTUAL_RESOLUTION_WIDTH, VIRTUAL_RESOLUTION_HEIGHT, _gfx.PreferredBackBufferWidth, _gfx.PreferredBackBufferHeight);
            _input = new InputHelper(this);

            _camera = new Camera2D(_irr) { MaxZoom = 10f, MinZoom = .4f, Zoom = 1f };
            _camera.SetPosition(Vector2.Zero);
            _camera.RecalculateTransformationMatrices();
            base.Initialize();
        }