go back to just a single RenderTarget
GitOrigin-RevId: 0b8fc3090098f84047a85804bb5eb2a15249aadd
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9af191e801
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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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