本文整理汇总了C#中Microsoft.Xna.Framework.GraphicsDeviceManager.GraphicsDevice方法的典型用法代码示例。如果您正苦于以下问题:C# GraphicsDeviceManager.GraphicsDevice方法的具体用法?C# GraphicsDeviceManager.GraphicsDevice怎么用?C# GraphicsDeviceManager.GraphicsDevice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Microsoft.Xna.Framework.GraphicsDeviceManager
的用法示例。
在下文中一共展示了GraphicsDeviceManager.GraphicsDevice方法的1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: CreateGraphicsContext
public void CreateGraphicsContext(int deviceWidth, int deviceHeight)
{
GraphicsDeviceManager m_Manager = new GraphicsDeviceManager(game);
m_Manager.PreferredBackBufferWidth = deviceWidth;
m_Manager.PreferredBackBufferHeight = deviceHeight;
if (m_XNA_GraphicsDevice != null)
return false;
//create an XNA graphics device
m_XNA_GraphicsDevice = m_Manager.GraphicsDevice();
//check if graphics device was created
Debug.Assert(m_XNA_GraphicsDevice != null, "XNA Graphics Device did not Initialize");
m_EffectPool = new EffectPool();
m_BasicEffect = new BasicEffect(m_XNA_GraphicsDevice, m_EffectPool);
//set the model matrix to identity
m_BasicEffect.World = Matrix.Identity;
m_BasicEffect.View = Matrix.Identity;
m_BasicEffect.Projection = Matrix.Identity;
m_XNA_GraphicsDevice.RenderState.DepthBufferEnable = true;
m_XNA_GraphicsDevice.RenderState.DepthBufferWriteEnable = true;
return true;
}