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clarify StaticSpriteBatch depth documentation
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1 changed files with 4 additions and 4 deletions
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@ -9,7 +9,7 @@ namespace MLEM.Misc {
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/// A static sprite batch is a variation of <see cref="SpriteBatch"/> that keeps all batched items in a <see cref="VertexBuffer"/>, allowing for them to be drawn multiple times.
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/// To add items to a static sprite batch, use <see cref="BeginBatch"/> to begin batching, <see cref="ClearBatch"/> to clear currently batched items, <c>Add</c> and its various overloads to add batch items, <see cref="Remove"/> to remove them again, and <see cref="EndBatch"/> to end batching.
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/// To draw the batched items, call <see cref="Draw"/>.
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/// Unlike a <see cref="SpriteBatch"/>, items added to a static sprite batch will be drawn in an arbitrary order. If depth sorting is desired, the <see cref="GraphicsDeviceManager"/>'s <see cref="GraphicsDeviceManager.PreferredDepthStencilFormat"/> should be modified to include depth.
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/// Unlike a <see cref="SpriteBatch"/>, items added to a static sprite batch will be drawn in an arbitrary order. If depth sorting is desired, the <see cref="GraphicsDeviceManager"/>'s <see cref="GraphicsDeviceManager.PreferredDepthStencilFormat"/> should be modified to include depth, and a <see cref="DepthStencilState"/> that takes depth into account should be passed to <see cref="Draw"/>.
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/// </summary>
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public class StaticSpriteBatch : IDisposable {
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@ -171,7 +171,7 @@ namespace MLEM.Misc {
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/// <param name="origin">Center of the rotation. 0,0 by default.</param>
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/// <param name="scale">A scaling of this sprite.</param>
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/// <param name="effects">Modificators for drawing. Can be combined.</param>
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/// <param name="layerDepth">A depth of the layer of this sprite.</param>
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/// <param name="layerDepth">A depth of the layer of this sprite. See <see cref="StaticSpriteBatch"/> documentation for information on enabling depth support.</param>
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/// <returns>The <see cref="Item"/> that was created from the added data</returns>
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public Item Add(Texture2D texture, Vector2 position, Rectangle? sourceRectangle, Color color, float rotation, Vector2 origin, Vector2 scale, SpriteEffects effects, float layerDepth) {
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origin *= scale;
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@ -216,7 +216,7 @@ namespace MLEM.Misc {
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/// <param name="origin">Center of the rotation. 0,0 by default.</param>
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/// <param name="scale">A scaling of this sprite.</param>
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/// <param name="effects">Modificators for drawing. Can be combined.</param>
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/// <param name="layerDepth">A depth of the layer of this sprite.</param>
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/// <param name="layerDepth">A depth of the layer of this sprite. See <see cref="StaticSpriteBatch"/> documentation for information on enabling depth support.</param>
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/// <returns>The <see cref="Item"/> that was created from the added data</returns>
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public Item Add(Texture2D texture, Vector2 position, Rectangle? sourceRectangle, Color color, float rotation, Vector2 origin, float scale, SpriteEffects effects, float layerDepth) {
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return this.Add(texture, position, sourceRectangle, color, rotation, origin, new Vector2(scale), effects, layerDepth);
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@ -233,7 +233,7 @@ namespace MLEM.Misc {
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/// <param name="rotation">A rotation of this sprite.</param>
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/// <param name="origin">Center of the rotation. 0,0 by default.</param>
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/// <param name="effects">Modificators for drawing. Can be combined.</param>
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/// <param name="layerDepth">A depth of the layer of this sprite.</param>
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/// <param name="layerDepth">A depth of the layer of this sprite. See <see cref="StaticSpriteBatch"/> documentation for information on enabling depth support.</param>
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/// <returns>The <see cref="Item"/> that was created from the added data</returns>
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public Item Add(Texture2D texture, Rectangle destinationRectangle, Rectangle? sourceRectangle, Color color, float rotation, Vector2 origin, SpriteEffects effects, float layerDepth) {
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Vector2 texTl, texBr;
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