我试图在第一次绘制时将纹理加载到rendertarget中一次,然后保留内容以在每帧均绘制相同的纹理而不重新创建它。
这是我的代码,但它不起作用,仅显示空白纹理区域,并且
RenderTarget2D rTarget = null;
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(GameBackgroundColor);
SpriteBatch.Begin();
if (rTarget == null)
{
rTarget = new RenderTarget2D(Game.Graphics.GraphicsDevice,
Game.Graphics.GraphicsDevice.PresentationParameters.BackBufferWidth,
Game.Graphics.GraphicsDevice.PresentationParameters.BackBufferHeight,
false,
Game.Graphics.GraphicsDevice.PresentationParameters.BackBufferFormat,
DepthFormat.Depth24, 0, RenderTargetUsage.PreserveContents);
Game.Graphics.GraphicsDevice.SetRenderTarget(rTarget);
Game.Graphics.GraphicsDevice.Clear(Color.Black);
Game.SpriteBatch.Draw(ContentManager.Load<Texture2D>("tiles"), new Rectangle(0, 0, 100, 100), Color.White);
Game.Graphics.GraphicsDevice.SetRenderTarget(null);
}
SpriteBatch.Draw(rTarget, new Rectangle(0, 0,400, 400), Color.White);
//draw the character
character.Draw(gameTime);
SpriteBatch.End();
base.Draw(gameTime);
}
这是最终结果:
谁能解释我在做什么错?
最佳答案
我想您忘记了渲染目标的Game.SpriteBatch.Begin()
和End()
。另外,我认为您应该将SpriteBatch.End()
移至靠近Draw(rTarget...
方法调用的地方(尤其是如果Game.SpriteBatch
和SpriteBatch
是相同的变量)。
GraphicsDevice.Clear(GameBackgroundColor);
if (rTarget == null)
{
rTarget = new RenderTarget2D(Game.Graphics.GraphicsDevice,
Game.Graphics.GraphicsDevice.PresentationParameters.BackBufferWidth,
Game.Graphics.GraphicsDevice.PresentationParameters.BackBufferHeight,
false,
Game.Graphics.GraphicsDevice.PresentationParameters.BackBufferFormat,
DepthFormat.Depth24, 0, RenderTargetUsage.PreserveContents);
Game.Graphics.GraphicsDevice.SetRenderTarget(rTarget);
Game.Graphics.GraphicsDevice.Clear(Color.Black);
Game.SpriteBatch.Begin();
Game.SpriteBatch.Draw(ContentManager.Load<Texture2D>("tiles"), new Rectangle(0, 0, 100, 100), Color.White);
Game.SpriteBatch.End();
Game.Graphics.GraphicsDevice.SetRenderTarget(null);
}
SpriteBatch.Begin();
SpriteBatch.Draw(rTarget, new Rectangle(0, 0,400, 400), Color.White);
//draw the character
character.Draw(gameTime);
SpriteBatch.End();
base.Draw(gameTime);