我目前面临以下奇怪的问题: 以下代码段完全按预期呈现:
private void DoRenderSkybox (GameTime Time) {
this.Device.SetRenderTarget(this.GridTexture);
this.Device.SetRenderTarget(null);
// compute a temporary transformation matrix containing
// the combined world and projection transfromation
Matrix WorldViewProjection = this.Camera.View * this.Camera.Projection;
// set the render target to the back buffer in any case
this.Device.SetRenderTarget(null);
// assign the vertex - declaration and the vertex- and the index - buffer
this.Device.SetVertexBuffer(this.SkyboxVertices);
this.Device.Indices = this.SkyboxIndices;
// choose the appropriate technique for the current render pass
this.SceneEffect.CurrentTechnique = SceneEffect.Techniques["Skybox"];
this.SceneEffect.CurrentTechnique.Passes[0].Apply();
this.SceneEffect.Parameters["WorldViewProjection"].SetValue(WorldViewProjection);
// finally render the sykbox with disabled depth stencil buffering
this.Device.DepthStencilState = DepthStencilState.None;
this.Device.DrawIndexedPrimitives( PrimitiveType.TriangleList, 0, 0, 36, 0, 12);
this.Device.DepthStencilState = DepthStencilState.Default;
//this.Device.SetRenderTarget(this.GridTexture);
//this.Device.SetRenderTarget(null);
}
但是,如果我在函数末尾分配(并立即取消分配)渲染目标,如下所示:
private void DoRenderSkybox (GameTime Time) {
//this.Device.SetRenderTarget(this.GridTexture);
//this.Device.SetRenderTarget(null);
// compute a temporary transformation matrix containing
// the combined world and projection transfromation
Matrix WorldViewProjection = this.Camera.View * this.Camera.Projection;
// set the render target to the back buffer in any case
this.Device.SetRenderTarget(null);
// assign the vertex - declaration and the vertex- and the index - buffer
this.Device.SetVertexBuffer(this.SkyboxVertices);
this.Device.Indices = this.SkyboxIndices;
// choose the appropriate technique for the current render pass
this.SceneEffect.CurrentTechnique = SceneEffect.Techniques["Skybox"];
this.SceneEffect.CurrentTechnique.Passes[0].Apply();
this.SceneEffect.Parameters["WorldViewProjection"].SetValue(WorldViewProjection);
// finally render the sykbox with disabled depth stencil buffering
this.Device.DepthStencilState = DepthStencilState.None;
this.Device.DrawIndexedPrimitives( PrimitiveType.TriangleList, 0, 0, 36, 0, 12);
this.Device.DepthStencilState = DepthStencilState.Default;
this.Device.SetRenderTarget(this.GridTexture);
this.Device.SetRenderTarget(null);
}
没有渲染 - 我有一个紫色的屏幕! 这对你有意义吗?
P.S。 我知道样本没有多大意义(比如分配和立即取消分配渲染目标)。这里的真实情况要复杂得多,但我能够将问题的本质缩小到这种奇怪的行为,我可以在这个非常简单的例子中证明这一点!
答案 0 :(得分:0)
通过进一步检查API找到解决方案:将Params.RenderTargetUsage = RenderTargetUsage.PreserveContents添加到PresentationParameter结构中可以解决问题。
在我看来,后备缓冲区的内容 - 就像渲染目标一样 - 只要你切换到另一个渲染目标就会被破坏。