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WP7/XNA/Silverlight: 在我提取三角洲后,我怎么能够提取一个 sp子?
原标题:WP7/XNA/Silverlight: How can I draw a spriteBatch after I draw a TriangleStrip?

我想提一下银灯-PeneApplicationPage及其对我作为三角洲的一些广场的控制。

周围的另一种方式是完全细微的,但广场是我的控制之上的——我是在我的缩编工作中这样做的:

private void OnDraw(object sender, GameTimerEventArgs e)
{
    // Clean up device
    graphicsDevice.Clear(Microsoft.Xna.Framework.Color.Black);
    graphicsDevice.BlendState = BlendState.AlphaBlend;
    RasterizerState stat = new RasterizerState();
    stat.CullMode = CullMode.None;
    graphicsDevice.RasterizerState = stat;

    // Draw Silverlight UI element to Texture
    elementRenderer.Render();

    // Draw Silverlight UI element
    spriteBatch.Begin();
    spriteBatch.Draw(elementRenderer.Texture, Vector2.Zero, Microsoft.Xna.Framework.Color.White);
    spriteBatch.End();

    effect.Texture = tex;
    effect.TextureEnabled = true;
    effect.World = BillboardMatrix;
    effect.View = view;
    effect.Projection = projection;

    foreach (EffectPass pass in effect.CurrentTechnique.Passes)
    {
        pass.Apply();
        graphicsDevice.DrawUserPrimitives<VertexPositionTexture>(PrimitiveType.TriangleStrip, vertices, 0, 2);
    }
}

If I try to draw the spriteBatch after the Triangles I get this error: "NotSupportedException - XNA Framework Reach profile requires TextureAddressMode to be Clamp when using texture sizes that are not powers of two."

private void OnDraw(object sender, GameTimerEventArgs e)
{
    // Clean up device
    graphicsDevice.Clear(Microsoft.Xna.Framework.Color.Black);
    graphicsDevice.BlendState = BlendState.AlphaBlend;
    RasterizerState stat = new RasterizerState();
    stat.CullMode = CullMode.None;
    graphicsDevice.RasterizerState = stat;

    // Draw Silverlight UI element to Texture
    elementRenderer.Render();

    effect.Texture = tex;
    effect.TextureEnabled = true;
    effect.World = BillboardMatrix;
    effect.View = view;
    effect.Projection = projection;

    foreach (EffectPass pass in effect.CurrentTechnique.Passes)
    {
        pass.Apply();
        graphicsDevice.DrawUserPrimitives<VertexPositionTexture>(PrimitiveType.TriangleStrip, vertices, 0, 2);
    }

    // Draw Silverlight UI element
    spriteBatch.Begin();
    spriteBatch.Draw(elementRenderer.Texture, Vector2.Zero, Microsoft.Xna.Framework.Color.White);
    spriteBatch.End();
}

I also tried to set graphicsDevice.SamplerStates[i] = SamplerState.LinearClamp; but it didn t work. What am I doing wrong?

最佳回答

它现在运作——我改变了库马尔默德:

stat.CullMode = CullMode.None;

页: 1

stat.CullMode = CullMode.CullCounterClockwiseFace;
问题回答

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