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C# GraphicsDeviceManager.GraphicsDevice方法代碼示例

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;
        }
開發者ID:sojo2600,項目名稱:css552_Research_Project,代碼行數:26,代碼來源:UWB_XNAGraphicsSystem5.cs


注:本文中的Microsoft.Xna.Framework.GraphicsDeviceManager.GraphicsDevice方法示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。