private Render ( |
||
gameTime | ||
stereoEye | StereoEye | |
Résultat | void |
internal override void Render ( GameTime gameTime, StereoEye stereoEye )
{
var targetSurface = (Target == null) ? rs.Device.BackbufferColor.Surface : Target.RenderTarget.Surface;
// clear target buffer if necassary :
if (Clear) {
rs.Device.Clear( targetSurface, ClearColor );
}
var viewport = new Viewport( 0,0, targetSurface.Width, targetSurface.Height );
// Render HDR stuff: mesh instances,
// special effects, sky, water, light etc.
RenderHdrScene( gameTime, stereoEye, viewport, targetSurface );
// Render GIS stuff :
RenderGIS( gameTime, stereoEye, viewport, targetSurface );
// draw sprites :
rs.SpriteEngine.DrawSprites( gameTime, stereoEye, targetSurface, SpriteLayers );
}
/// <summary> /// /// </summary> /// <param name="gameTime"></param> /// <param name="stereoEye"></param> internal void Draw(GameTime gameTime, StereoEye stereoEye) { Counters.Reset(); var targetColorSurface = Device.Display.BackbufferColor.Surface; var targetDepthSurface = Device.Display.BackbufferDepth.Surface; // render world : RenderWorld.Render(gameTime, stereoEye, targetColorSurface); // draw sprites : SpriteEngine.DrawSprites(gameTime, stereoEye, targetColorSurface, SpriteLayers); if (ShowCounters) { Counters.PrintCounters(); } }