本文整理汇总了C#中GraphicsDevice.CreateFullscreenRenderTarget方法的典型用法代码示例。如果您正苦于以下问题:C# GraphicsDevice.CreateFullscreenRenderTarget方法的具体用法?C# GraphicsDevice.CreateFullscreenRenderTarget怎么用?C# GraphicsDevice.CreateFullscreenRenderTarget使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类GraphicsDevice
的用法示例。
在下文中一共展示了GraphicsDevice.CreateFullscreenRenderTarget方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: PixelShaderPipeline
/// <summary>
/// Basic PixelShaderPipeline
/// </summary>
/// <param name="graphicsDevice"></param>
/// <param name="game"></param>
public PixelShaderPipeline(GraphicsDevice graphicsDevice, Game game)
{
contentManager = new ContentManager(game.Services, "Content");
effects = new List<IRenderEffect>();
this.graphicsDevice = graphicsDevice;
this.game = game;
passTargetMap = new Dictionary<RenderPass, RenderTarget2D>();
// Create a clone of the screen for each pass.
// These must preserve contents, so that effects can use their own intermediate RenderTargets
foreach (var pass in passes)
passTargetMap.Add(pass, graphicsDevice.CreateFullscreenRenderTarget(true));
}
示例2: LoadContent
/// <summary>
/// Load any required content the effect requires for rendering
/// </summary>
/// <param name="contentManager"></param>
/// <param name="graphicsDevice"></param>
/// <param name="spriteBatch"></param>
public override void LoadContent(ContentManager contentManager, GraphicsDevice graphicsDevice, SpriteBatch spriteBatch)
{
reduceAlphaEffect = contentManager.Load<Effect>("Effects/Blur/ReduceAlpha");
renderDimensions = new Vector2(graphicsDevice.PresentationParameters.BackBufferWidth,
graphicsDevice.PresentationParameters.BackBufferHeight);
previousFrame = graphicsDevice.CreateFullscreenRenderTarget(true);
combineTarget = graphicsDevice.CreateFullscreenRenderTarget(false);
base.LoadContent(contentManager, graphicsDevice, spriteBatch);
}