问题描述
我正在尝试在 XNA 中使用此代码绘制一个三角形:
I'm trying to draw a triangle using this code in XNA:
VertexPositionColor[] vertices = new VertexPositionColor[3];
vertices[0].Position = new Vector3(-0.5f, -0.5f, 0f);
vertices[0].Color = Color.Red;
vertices[1].Position = new Vector3(0, 0.5f, 0f);
vertices[1].Color = Color.Green;
vertices[2].Position = new Vector3(0.5f, -0.5f, 0f);
vertices[2].Color = Color.Yellow;
GraphicsDevice.DrawUserPrimitives<VertexPositionColor>(PrimitiveType.TriangleList, vertices, 0, 1);
但是,一旦我运行它,应用程序就会关闭,并抛出 InvalidOperationException.这是WP7应用程序.我错过了什么吗?提前感谢您的帮助.
However, as soon as I run it, application closes, and InvalidOperationException is thrown. It's WP7 application. Am I missing something? Thanks for your help in advance.
推荐答案
文档 说DrawUserPrimitives
在以下情况下抛出 InvalidOperationException
:
The documentation says that DrawUserPrimitives
throws InvalidOperationException
when:
在调用 DrawUserPrimitives 之前未设置有效的顶点着色器和像素着色器.在执行任何绘制操作之前,必须在设备上设置有效的顶点着色器和像素着色器(或有效的效果).
(它还说如果你的顶点无效,它会抛出 - 但对我来说它们看起来没问题.)
(It also says it will throw if your vertices are invalid - but they look ok to me.)
您需要在图形设备上设置Effect
.具体来说,您需要在调用 DrawUserPrimitives
之前调用 EffectPass.Apply
.一个简单的方法是使用 BasicEffect
.下面是一些代码,适合放在 Draw
方法中,以说明这一点:
You need to set an Effect
on the graphics device. Specifically you need to call EffectPass.Apply
before you call DrawUserPrimitives
. An easy way to start is with BasicEffect
. Here is some code, suitable to put in the Draw
method, to illustrate this:
// These three lines are required if you use SpriteBatch, to reset the states that it sets
GraphicsDevice.BlendState = BlendState.Opaque;
GraphicsDevice.DepthStencilState = DepthStencilState.Default;
GraphicsDevice.SamplerStates[0] = SamplerState.LinearWrap;
// Transform your model to place it somewhere in the world
basicEffect.World = Matrix.CreateRotationZ(MathHelper.PiOver4) * Matrix.CreateTranslation(0.5f, 0, 0); // for sake of example
//basicEffect.World = Matrix.Identity; // Use this to leave your model at the origin
// Transform the entire world around (effectively: place the camera)
basicEffect.View = Matrix.CreateLookAt(new Vector3(0, 0, -3), Vector3.Zero, Vector3.Up);
// Specify how 3D points are projected/transformed onto the 2D screen
basicEffect.Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45),
(float)GraphicsDevice.Viewport.Width / (float)GraphicsDevice.Viewport.Height, 1.0f, 100.0f);
// Tell BasicEffect to make use of your vertex colors
basicEffect.VertexColorEnabled = true;
// I'm setting this so that *both* sides of your triangle are drawn
// (so it won't be back-face culled if you move it, or the camera around behind it)
GraphicsDevice.RasterizerState = RasterizerState.CullNone;
// Render with a BasicEffect that was created in LoadContent
// (BasicEffect only has one pass - but effects in general can have many rendering passes)
foreach(EffectPass pass in basicEffect.CurrentTechnique.Passes)
{
// This is the all-important line that sets the effect, and all of its settings, on the graphics device
pass.Apply();
// Here's your code:
VertexPositionColor[] vertices = new VertexPositionColor[3];
vertices[0].Position = new Vector3(-0.5f, -0.5f, 0f);
vertices[0].Color = Color.Red;
vertices[1].Position = new Vector3(0, 0.5f, 0f);
vertices[1].Color = Color.Green;
vertices[2].Position = new Vector3(0.5f, -0.5f, 0f);
vertices[2].Color = Color.Yellow;
GraphicsDevice.DrawUserPrimitives<VertexPositionColor>(PrimitiveType.TriangleList, vertices, 0, 1);
}
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