/// <summary> /// Inicia el render para dibujar. /// </summary> public void Begin() { Manager.GameInstance.GraphicsDevice.Clear(ClearColor); Manager.GraphicsDevice.SetRenderTarget(renderTarget); SpriteBatch.Begin(0, BlendFactory.GetBlendState(currentBlendFilter)); Manager.Graphics.ClearScreen(); }
internal void SetBlendFilter(BlendFilters filter) { if (filter != this.currentBlendFilter) { SpriteBatch.End(); SpriteBatch.Begin(0, BlendFactory.GetBlendState(filter)); currentBlendFilter = filter; } }
/// <summary> /// Inicializa la clase. /// </summary> /// <remarks>Se inicializa desde la clase Manager.</remarks> internal Render() { // Creamos una textura base de 1x1 de color blanco que sera utilizada por las operaciones de dibujo de primitivas: DummyTexture = new Texture2D(Manager.GameInstance.GraphicsDevice, 1, 1); DummyTexture.SetData(new Color[] { Color.White }); ClearColor = Color.CornflowerBlue; SpriteBatch = new SpriteBatch(Manager.GraphicsDevice); Textures = new Dictionary <string, Texture2D>(); Fonts = new Dictionary <string, SpriteFont>(); OffSet = Vector2.Zero; BlendFactory.Initialize(); currentBlendFilter = BlendFilters.AlphaBlending; IsShaderActive = false; }