我已经开发了几个月的跨平台框架/抽象层,基于适用于Android和iOS的WP7和Mono的XNA框架。我已经获得了大部分适用于Android的功能,最近我回到了WP7,以便在两个平台上运行简单的游戏。
麻烦的是,我遇到了一个非常奇怪的图形错误。在基于Windows的XNA游戏中不会发生此错误,并且仅在方向为横向(默认情况下或指定)时在WP7上发生。毛刺出现在仿真器上,但不出现在物理设备上。出于测试目的,我在红色背景上显示单个图像。
Windows XNA
Windows http://www.genius-i.com/images/Windows.png
Windows Phone 7(纵向)
Portait http://www.genius-i.com/images/Portrait.png
Windows Phone 7(横向)
Landscape http://www.genius-i.com/images/Landscape.png
显然,景观图像没有像预期的那样出现。虽然它都是通过抽象层处理的,但XNA平台文件是相同的,Windows和WP7版本之间的唯一区别是目标平台/框架。
同样,对图形设备和渲染器的调用也是相同的。
施工期间(从各种类和功能中提取)
device = new Microsoft.Xna.Framework.GraphicsDeviceManager(game);
device.PreferredBackBufferHeight = 480;
device.PreferredBackBufferWidth = 800;
Backend.SupportedOrientations = DisplayOrientation.LandscapeLeft | DisplayOrientation.LandscapeRight;
// Whether or not I set the orientation, the glitchoccurs.
初始化期间(从各种类和函数中提取)
renderer = new SpriteBatch(device.GraphicsDevice);
在绘图期间
device.Clear(Color.Red);
renderer.Begin();
renderer.Draw(ZNGTexture, new Rectangle(10, 400, 145, 66), null, Color.White, 0f, Vector.Zero, SpriteEffects.none, 0f);
renderer.End()
有没有人能够了解可能导致图形故障的因素,例如我所描述的故障?
感谢您提供的任何帮助,并且抱歉在几天内介入第二个问题。
完整代码
为了帮助识别问题,我提供了大量实际代码。我最初排除它是因为它有点长,而且这些类是XNA大部分功能的简单包装。
游戏类
public class Game : Microsoft.Xna.Framework.Game, IGame
{
#region Data: Fields
private GraphicsBackendXNA graphics;
private Renderer2DXNA renderer;
ContentLoaderXNA content;
#endregion
#region Data: Properties
public GraphicsBackend Backend { get { return graphics; } }
public Renderer2D Renderer { get { return renderer; } }
public ContentLoader Loader { get { return content; } }
#endregion
#region Methods: Construction
public Game()
{
graphics = new GraphicsBackendXNA(this);
content = new ContentLoaderXNA(this.Services, "Content");
FinaliseConstruction();
}
protected virtual void FinaliseConstruction() { }
#endregion
#region Methods: Initialisation
protected override void Initialize()
{
Core.Console.Initialise(); // Initialised once for error logging.
base.Initialize();
renderer = new RendererXNA(graphics);
Core.Console.Initialise(renderer); // Initialised a second time for graphics services.
Transform.ScreenSize = new Vector2(Backend.ScreenWidth, Backend.ScreenHeight);
Core.Audio.MediaPlayer.Initialise(new Audio.MediaHandler());
Core.Audio.SoundEffect.Initialise(Audio.SoundEffectXNA.SetVolume);
Core.Input.Input.Set(new KeyboardReaderXNA(), new MouseReaderXNA(), new GamePadReaderXNA(), new Input.Touch.TouchPanelXNA(), new GamePadOutputXNA());
Core.Input.InputManager.Initialise();
}
#endregion
#region Methods: Loading and Unloading Content
protected override void UnloadContent()
{
content.Unload();
base.UnloadContent();
}
#endregion
#region Methods: Drawing
protected override void EndDraw()
{
Camera2D.AllOff();
base.EndDraw();
}
#endregion
图形后端类
图形后端(XNA)类是一个简单的包装类。它扩展了GraphicsBackend类,它是抽象的,不包含任何功能。
public class GraphicsBackendXNA : GraphicsBackend
{
#region Data: Fields
private Microsoft.Xna.Framework.GraphicsDeviceManager device;
#endregion
#region Data: Properties
public override Display Display { get { return device.GraphicsDevice.PresentationParameters.ToHeron(); } }
public override Core.Graphics.Viewport Viewport { get { return device.GraphicsDevice.Viewport.ToHeron(); } }
public override int ScreenWidth { get { return device.PreferredBackBufferWidth; } set { device.PreferredBackBufferWidth = value; } }
public override int ScreenHeight { get { return device.PreferredBackBufferHeight; } set { device.PreferredBackBufferHeight = value; } }
public override bool IsFullScreen { get { return device.IsFullScreen; } set { device.IsFullScreen = value; } }
public override Core.DisplayOrientation SupportedOrientations
{
get { return ((Core.DisplayOrientation)((int)device.SupportedOrientations); }
set { device.SupportedOrientations = (Microsoft.Xna.Framework.DisplayOrientation)((int)value); }
}
#endregion
#region Methods: Construction
public GraphicsBackendXNA(Microsoft.Xna.Framework.Game game)
{
device = new Microsoft.Xna.Framework.GraphicsDeviceManager(game);
}
#endregion
#region Methods: Settings
public override void ApplyChanges()
{
device.ApplyChanges();
}
#endregion
#region Methods: Rendering
public override void Clear(Colour colour)
{
device.GraphicsDevice.Clear(new Microsoft.Xna.Framework.Color(colour.R, colour.G, colour.B, colour.A));
}
#endregion
#region Methods: Renderer
public override Renderer2D CreateRenderer() { return new Renderer2DXNA(this); }
#endregion
渲染器2D XNA类
Renderer 2D XNA类是另一个简单的包装器。它继承自Renderer2D基类,它实现了大量用于绘制内容的抽象方法。它有一些非常基本的功能,我将首先详述,但我不会打扰包括所有空白方法。
public class Renderer2D : IDisposable
{
private GraphicsBackend backend;
private Matrix currentMatrix;
public virtual GraphicsBackend Backend { get { return backend; } protected set { backend = value; } }
public Matrix CurrentMatrix { get { return currentMatrix; } set { currentMatrix = value; } }
public Renderer2D(GraphicsBackend backend) { this.backend = backend; CurrentMatrix = Matrix.Identity; }
}
public class Renderer2DXNA : Renderer2D
{
#region Static: 1 Pixel Texture
private static Texture2D filler;
private static bool Initialised { get { return filler != null; } }
public static void Initialise(GraphicsBackendXNA backend)
{
filler = CreateFiller(backend)
}
private static Texture2D CreateFiller(GraphicsBackendXNA backend)
{
Texture2D rt = new Texture2D(backend.Device.GraphicsDevice, 1, 1);
rt.SetData<Microsoft.Xna.Framework.Color>(new Microsoft.Xna.Framework.Color[] { Microsoft.Xna.Framework.Color.White });
return rt;
}
#endregion
#region Data: Fields
private SpriteBatch renderer;
#endregion
#region Methods: Construction
public Renderer2DXNA(GraphicsBackendXNA backend) : base(backend)
{
if (!Initialised)
Initialise(backend);
renderer = new SpriteBatch(backend.Device.GraphicsDevice);
}
#endregion
#region Methods: Begin and End
public override void Begin(Core.Graphics.SpriteSortMode sortMode, BlendMode blendMode, Core.Matrix transformMatrix)
{
renderer.Begin(); // Obviously not fully implemented, but simple for now.
}
public override void End() { renderer.End(); }
#endregion
#region Methods: Draw Image
public override void Draw(Image Image, Core.Rectangle Boundary, Core.Rectangle? Source, Colour DrawColour, float RotationRadians, Core.Vector2 Origin, Core.SpriteEffects Effects, float Layer)
{
if (!(Image is ImageXNA))
return;
ImageXNA realImage = Image as ImageXNA;
Microsoft.Xna.Framework.Rectangle finalSource =
Source.HasValue ? Source.Value.ToXNARectangle()
: new Microsoft.Xna.Framework.Rectangle(0, 0, realImage.Width, realImage.Height);
renderer.Draw(
realImage.Texture,
Boundary.ToXNARectangle(),
finalSource,
new Microsoft.Xna.Framework.Color(DrawColour.R, DrawColour.G, DrawColour.B, DrawColour.A),
RotationRadians,
Origin.ToXNAVector2(),
(SpriteEffects)((int)Effects),
Layer);
}
#endregion
}
// I'll leave off string and shape drawing, considering they're not being used here.
答案 0 :(得分:2)
在构造函数中添加 device.IsFullScreen = true; 为我修复了类似的问题。每当我试图绘制任何东西时,我都会看到对角线的图案。
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
graphics.PreferredBackBufferWidth = 480;
graphics.PreferredBackBufferHeight = 800;
graphics.IsFullScreen = true;
// Frame rate is 30 fps by default for Windows Phone.
TargetElapsedTime = TimeSpan.FromTicks(333333);
// Extend battery life under lock.
InactiveSleepTime = TimeSpan.FromSeconds(1);
}