ResolveTexture2D - XNA 4中的噩梦

时间:2010-11-09 12:07:20

标签: xna xna-4.0

我有以下声明:

ResolveTexture2D rightTex;

我在Draw方法中使用它,如下所示:

GraphicsDevice.ResolveBackBuffer(rightTex);

现在,我使用SpriteBatch

绘制出来
spriteBatch.Draw(rightTex, new Rectangle(0, 0, 800, 600), Color.Cyan);

这在XNA 3.1中非常有用。但是,现在我正在转换为XNA 4,ResolveTexture2D并且ResolveBackBuffer方法已被删除。我将如何重新编码以便在XNA 4.0中工作?

修改

所以,这里有一些可能有用的代码。在这里,我初始化了RenderTargets:

PresentationParameters pp = GraphicsDevice.PresentationParameters;
leftTex = new RenderTarget2D(GraphicsDevice, pp.BackBufferWidth, pp.BackBufferHeight, true, pp.BackBufferFormat, pp.DepthStencilFormat);
rightTex = new RenderTarget2D(GraphicsDevice, pp.BackBufferWidth, pp.BackBufferHeight, true, pp.BackBufferFormat, pp.DepthStencilFormat);

然后,在我的Draw方法中,我做了:

GraphicsDevice.Clear(Color.Gray);
rightCam.render(model, Matrix.CreateScale(0.1f), modelAbsTrans);
GraphicsDevice.SetRenderTarget(rightTex);
GraphicsDevice.SetRenderTarget(null);

GraphicsDevice.Clear(Color.Gray);
leftCam.render(model, Matrix.CreateScale(0.1f), modelAbsTrans);
GraphicsDevice.SetRenderTarget(leftTex);
GraphicsDevice.SetRenderTarget(null);

GraphicsDevice.Clear(Color.Black);

//start the SpriteBatch with Additive Blend Mode
spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Additive);
    spriteBatch.Draw(rightTex, new Rectangle(0, 0, 800, 600), Color.Cyan);
    spriteBatch.Draw(leftTex, new Rectangle(0, 0, 800, 600), Color.Red);
spriteBatch.End();

2 个答案:

答案 0 :(得分:6)

从XNA 4.0中删除ResolveTexture2Dexplained here

基本上你应该使用渲染目标。这个过程的要点是这样的:

创建要使用的渲染目标。

RenderTarget2D renderTarget = new RenderTarget2D(graphicsDevice, width, height);

然后将其设置到设备上:

graphicsDevice.SetRenderTarget(renderTarget);

然后渲染你的场景。

然后取消设置渲染目标:

graphicsDevice.SetRenderTarget(null);

最后,您可以使用RenderTarget2D作为Texture2D,如下所示:

spriteBatch.Draw(renderTarget, new Rectangle(0, 0, 800, 600), Color.Cyan);

您可能还会发现此overview of RenderTarget changes in XNA 4.0值得一读。

答案 1 :(得分:3)

啊,你走吧: 在GraphicsDevice.Clear()调用之前移动GraphicsDevice.SetRenderTarget()