本文整理汇总了C#中IGraphicsService.GetSpriteBatch方法的典型用法代码示例。如果您正苦于以下问题:C# IGraphicsService.GetSpriteBatch方法的具体用法?C# IGraphicsService.GetSpriteBatch怎么用?C# IGraphicsService.GetSpriteBatch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IGraphicsService
的用法示例。
在下文中一共展示了IGraphicsService.GetSpriteBatch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: SpriteRenderer
/// <summary>
/// Initializes a new instance of the <see cref="SpriteRenderer"/> class.
/// </summary>
/// <param name="graphicsService">The graphics service.</param>
/// <param name="spriteFont">
/// The default font, which is used in case the font of a <see cref="TextSprite"/> is not set.
/// Can be <see langword="null"/>.
/// </param>
/// <exception cref="ArgumentNullException">
/// <paramref name="graphicsService"/> is <see langword="null"/>.
/// </exception>
public SpriteRenderer(IGraphicsService graphicsService, SpriteFont spriteFont)
{
if (graphicsService == null)
throw new ArgumentNullException("graphicsService");
Order = 6;
_spriteBatch = graphicsService.GetSpriteBatch();
_spriteFont = spriteFont;
}
示例2: LensFlareRenderer
public LensFlareRenderer(IGraphicsService graphicsService)
{
if (graphicsService == null)
throw new ArgumentNullException("graphicsService");
Order = 4;
var graphicsDevice = graphicsService.GraphicsDevice;
_basicEffect = new BasicEffect(graphicsDevice)
{
FogEnabled = false,
LightingEnabled = false,
TextureEnabled = false,
VertexColorEnabled = true,
};
_queryGeometry = new VertexPositionColor[4];
_spriteBatch = graphicsService.GetSpriteBatch();
if (graphicsDevice.GraphicsProfile == GraphicsProfile.HiDef)
{
// Use custom effect with sRGB reads in pixel shader.
try
{
_effect = graphicsService.Content.Load<Effect>("DigitalRune/SpriteEffect");
_transformParameter = _effect.Parameters["Transform"];
_techniqueLinear = _effect.Techniques["Sprite"];
_techniqueGamma = _effect.Techniques["SpriteWithGamma"];
}
catch (ContentLoadException)
{
// If we cannot load the HiDef effect, fall back to Reach. This happens in the Linux
// build when it runs in Windows.
_effect = null;
}
}
}