所以..到目前为止我的尝试,这就是发生的事情,游戏并没有延伸:
这就是我这样做的方式:
我声明了这个变量。
RenderTarget2D renderTarget;
在我的game1构造函数中,我有这个:我在这里尝试了实际的屏幕分辨率,同样的事情。
graphics.PreferredBackBufferWidth = 96;
graphics.PreferredBackBufferHeight = 160;
在我的初始化中,我有这个:
renderTarget = new RenderTarget2D(GraphicsDevice, GraphicsDevice.PresentationParameters.BackBufferWidth,
GraphicsDevice.PresentationParameters.BackBufferHeight, false,
GraphicsDevice.PresentationParameters.BackBufferFormat, DepthFormat.Depth24);
我在这里有这个功能:
protected void DrawSceneToTexture(RenderTarget2D renderTarget)
{
// Set the render target
GraphicsDevice.SetRenderTarget(renderTarget);
GraphicsDevice.DepthStencilState = new DepthStencilState() { DepthBufferEnable = true };
// Draw the scene
GraphicsDevice.Clear(Color.CornflowerBlue);
spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, SamplerState.PointClamp,
DepthStencilState.None, RasterizerState.CullCounterClockwise);
switch (gameState)
{
case GameStates.Menu: { menuState.Draw(spriteBatch); break; }
case GameStates.Playing: { playingState.Draw(spriteBatch); break; }
case GameStates.GameOver: { gameOverState.Draw(spriteBatch); break; }
}
spriteBatch.End();
// Drop the render target
GraphicsDevice.SetRenderTarget(null);
}
我的绘制方法如下所示:
DrawSceneToTexture(renderTarget);
GraphicsDevice.Clear(Color.Black);
spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend,
SamplerState.LinearClamp, DepthStencilState.Default,
RasterizerState.CullNone);
spriteBatch.Draw(renderTarget, new Rectangle(0, 0, actualScreenWidth, actualScreenHeight), Color.White);
spriteBatch.End();
base.Draw(gameTime);
答案 0 :(得分:1)
如果您查看PreferredBackBufferWidth的文档,则说:
如果请求输出设备不支持的后缓冲区解析,XNA Framework会自动选择输出设备支持的最高分辨率。例如,如果创建分辨率为1920×1080(1080p或1080i)的图形后缓冲区并在480i分辨率的设备上显示,则后缓冲区会自动调整为480i。
所以,我怀疑发生了什么,当您设置RenderTarget2D时,GraphicsDevice.PresentationParameters.BackBufferWidth的值不是96.
尝试直接设置渲染目标宽度和高度,看看是否能解决您的问题。
renderTarget = new RenderTarget2D(GraphicsDevice, 96, 160, false,
GraphicsDevice.PresentationParameters.BackBufferFormat, DepthFormat.Depth24);
如果您只是尝试缩放渲染以适应屏幕,则可以通过删除所有DrawSceneToTexture内容来简化您的生活,并在SpriteBatch.Begin方法中设置比例,如下所示:
var scaleX = (float)actualScreenHeight / (float)virtualHeight;
var scaleY = (float)actualScreenWidth / (float)virtualWidth;
var transformMatrix = Matrix.CreateScale(new Vector3(scaleX, scaleY, 1));
spriteBatch.Begin (sortMode, blendState, samplerState, depthStencilState, rasterizerState, effect, transformMatrix);