go back to just a single RenderTarget
GitOrigin-RevId: 0b8fc3090098f84047a85804bb5eb2a15249aadd
This commit is contained in:
parent
9af191e801
commit
f0630d1679
@ -8,12 +8,7 @@ using System.Collections.Generic;
|
||||
namespace SemiColinGames {
|
||||
public class SneakGame : Game {
|
||||
GraphicsDeviceManager graphics;
|
||||
|
||||
// TODO: use a History<RenderTarget2D> but implement functions that let us re-use the
|
||||
// RenderTargets instead of re-creating them every frame?
|
||||
const int numRenderTargets = 1;
|
||||
RenderTarget2D[] renderTargets = new RenderTarget2D[numRenderTargets];
|
||||
int renderTargetIdx = 0;
|
||||
RenderTarget2D renderTarget;
|
||||
|
||||
SpriteBatch spriteBatch;
|
||||
SpriteFont font;
|
||||
@ -45,11 +40,9 @@ namespace SemiColinGames {
|
||||
|
||||
Debug.Initialize(GraphicsDevice);
|
||||
|
||||
for (int i = 0; i < renderTargets.Length; i++) {
|
||||
renderTargets[i] = new RenderTarget2D(
|
||||
renderTarget = new RenderTarget2D(
|
||||
GraphicsDevice, camera.Width, camera.Height, false /* mipmap */,
|
||||
GraphicsDevice.PresentationParameters.BackBufferFormat, DepthFormat.Depth24);
|
||||
}
|
||||
|
||||
base.Initialize();
|
||||
}
|
||||
@ -109,8 +102,6 @@ namespace SemiColinGames {
|
||||
fpsCounter.Update();
|
||||
|
||||
// Draw scene to RenderTarget.
|
||||
RenderTarget2D renderTarget = renderTargets[renderTargetIdx];
|
||||
renderTargetIdx = (renderTargetIdx + 1) % renderTargets.Length;
|
||||
GraphicsDevice.SetRenderTarget(renderTarget);
|
||||
GraphicsDevice.Clear(Color.CornflowerBlue);
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.LinearWrap, null, null);
|
||||
|
Loading…
Reference in New Issue
Block a user