本文整理匯總了C#中Microsoft.Xna.Framework.GraphicsDeviceManager.GraphicsDevice方法的典型用法代碼示例。如果您正苦於以下問題:C# GraphicsDeviceManager.GraphicsDevice方法的具體用法?C# GraphicsDeviceManager.GraphicsDevice怎麽用?C# GraphicsDeviceManager.GraphicsDevice使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在類Microsoft.Xna.Framework.GraphicsDeviceManager
的用法示例。
在下文中一共展示了GraphicsDeviceManager.GraphicsDevice方法的1個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的C#代碼示例。
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;
}