1
0
Fork 0
mirror of https://github.com/Ellpeck/MLEM.git synced 2024-11-22 20:58:34 +01:00

clarify StaticSpriteBatch depth documentation

This commit is contained in:
Ell 2021-11-12 20:31:47 +01:00
parent d8517a7492
commit dd295aca1b

View file

@ -9,7 +9,7 @@ namespace MLEM.Misc {
/// 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. /// 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.
/// 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. /// 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.
/// To draw the batched items, call <see cref="Draw"/>. /// To draw the batched items, call <see cref="Draw"/>.
/// 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. /// 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"/>.
/// </summary> /// </summary>
public class StaticSpriteBatch : IDisposable { public class StaticSpriteBatch : IDisposable {
@ -171,7 +171,7 @@ namespace MLEM.Misc {
/// <param name="origin">Center of the rotation. 0,0 by default.</param> /// <param name="origin">Center of the rotation. 0,0 by default.</param>
/// <param name="scale">A scaling of this sprite.</param> /// <param name="scale">A scaling of this sprite.</param>
/// <param name="effects">Modificators for drawing. Can be combined.</param> /// <param name="effects">Modificators for drawing. Can be combined.</param>
/// <param name="layerDepth">A depth of the layer of this sprite.</param> /// <param name="layerDepth">A depth of the layer of this sprite. See <see cref="StaticSpriteBatch"/> documentation for information on enabling depth support.</param>
/// <returns>The <see cref="Item"/> that was created from the added data</returns> /// <returns>The <see cref="Item"/> that was created from the added data</returns>
public Item Add(Texture2D texture, Vector2 position, Rectangle? sourceRectangle, Color color, float rotation, Vector2 origin, Vector2 scale, SpriteEffects effects, float layerDepth) { public Item Add(Texture2D texture, Vector2 position, Rectangle? sourceRectangle, Color color, float rotation, Vector2 origin, Vector2 scale, SpriteEffects effects, float layerDepth) {
origin *= scale; origin *= scale;
@ -216,7 +216,7 @@ namespace MLEM.Misc {
/// <param name="origin">Center of the rotation. 0,0 by default.</param> /// <param name="origin">Center of the rotation. 0,0 by default.</param>
/// <param name="scale">A scaling of this sprite.</param> /// <param name="scale">A scaling of this sprite.</param>
/// <param name="effects">Modificators for drawing. Can be combined.</param> /// <param name="effects">Modificators for drawing. Can be combined.</param>
/// <param name="layerDepth">A depth of the layer of this sprite.</param> /// <param name="layerDepth">A depth of the layer of this sprite. See <see cref="StaticSpriteBatch"/> documentation for information on enabling depth support.</param>
/// <returns>The <see cref="Item"/> that was created from the added data</returns> /// <returns>The <see cref="Item"/> that was created from the added data</returns>
public Item Add(Texture2D texture, Vector2 position, Rectangle? sourceRectangle, Color color, float rotation, Vector2 origin, float scale, SpriteEffects effects, float layerDepth) { public Item Add(Texture2D texture, Vector2 position, Rectangle? sourceRectangle, Color color, float rotation, Vector2 origin, float scale, SpriteEffects effects, float layerDepth) {
return this.Add(texture, position, sourceRectangle, color, rotation, origin, new Vector2(scale), effects, layerDepth); return this.Add(texture, position, sourceRectangle, color, rotation, origin, new Vector2(scale), effects, layerDepth);
@ -233,7 +233,7 @@ namespace MLEM.Misc {
/// <param name="rotation">A rotation of this sprite.</param> /// <param name="rotation">A rotation of this sprite.</param>
/// <param name="origin">Center of the rotation. 0,0 by default.</param> /// <param name="origin">Center of the rotation. 0,0 by default.</param>
/// <param name="effects">Modificators for drawing. Can be combined.</param> /// <param name="effects">Modificators for drawing. Can be combined.</param>
/// <param name="layerDepth">A depth of the layer of this sprite.</param> /// <param name="layerDepth">A depth of the layer of this sprite. See <see cref="StaticSpriteBatch"/> documentation for information on enabling depth support.</param>
/// <returns>The <see cref="Item"/> that was created from the added data</returns> /// <returns>The <see cref="Item"/> that was created from the added data</returns>
public Item Add(Texture2D texture, Rectangle destinationRectangle, Rectangle? sourceRectangle, Color color, float rotation, Vector2 origin, SpriteEffects effects, float layerDepth) { public Item Add(Texture2D texture, Rectangle destinationRectangle, Rectangle? sourceRectangle, Color color, float rotation, Vector2 origin, SpriteEffects effects, float layerDepth) {
Vector2 texTl, texBr; Vector2 texTl, texBr;