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@ -8,12 +8,7 @@ using System.Collections.Generic; |
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namespace SemiColinGames { |
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public class SneakGame : Game { |
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GraphicsDeviceManager graphics; |
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// TODO: use a History<RenderTarget2D> but implement functions that let us re-use the
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// RenderTargets instead of re-creating them every frame?
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const int numRenderTargets = 1; |
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RenderTarget2D[] renderTargets = new RenderTarget2D[numRenderTargets]; |
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int renderTargetIdx = 0; |
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RenderTarget2D renderTarget; |
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SpriteBatch spriteBatch; |
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SpriteFont font; |
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@ -45,11 +40,9 @@ namespace SemiColinGames { |
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Debug.Initialize(GraphicsDevice); |
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for (int i = 0; i < renderTargets.Length; i++) { |
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renderTargets[i] = new RenderTarget2D( |
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GraphicsDevice, camera.Width, camera.Height, false /* mipmap */, |
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GraphicsDevice.PresentationParameters.BackBufferFormat, DepthFormat.Depth24); |
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} |
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renderTarget = new RenderTarget2D( |
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GraphicsDevice, camera.Width, camera.Height, false /* mipmap */, |
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GraphicsDevice.PresentationParameters.BackBufferFormat, DepthFormat.Depth24); |
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base.Initialize(); |
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} |
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@ -109,8 +102,6 @@ namespace SemiColinGames { |
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fpsCounter.Update(); |
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// Draw scene to RenderTarget.
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RenderTarget2D renderTarget = renderTargets[renderTargetIdx]; |
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renderTargetIdx = (renderTargetIdx + 1) % renderTargets.Length; |
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GraphicsDevice.SetRenderTarget(renderTarget); |
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GraphicsDevice.Clear(Color.CornflowerBlue); |
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spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.LinearWrap, null, null); |
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