我正在使用XNA 3.1开发3D Spaceship游戏
我试图将我的绘画代码与游戏逻辑分开(altought XNA几乎就是这样)。
我正在使用一个特殊的静态类,在屏幕上绘制我的模型......主要的Game类在绘画中使用此代码:
protected override void Draw(GameTime gameTime)
{
graphics.GraphicsDevice.Clear(Color.Black);
// Draws the stage (the skybox and objects like rocks)
stageManager.Draw(gameTime, GraphicsDevice, camera);
// Draws each player and each Enemy on stage given the camera
foreach (Player p in players)
p.Draw(camera);
foreach(Enemy e in enemies)
e.Draw(camera);
if(Configuration.Debug)
col.renderColBoundings(GraphicsDevice, camera);
GraphicHelper.drawOverlayText("50", "10"); // "Error" line...
base.Draw(gameTime);
}
但是当我画文字时,会出现一些奇怪的东西......这是一张图片(original):
正如你所看到的,一切看起来都是重叠的(但就位)......就像飞船涡轮机一样。
GraphicHelper.drawOverlayText
内的代码是:
public static void drawOverlayText(String p1Hp, String currEnemies)
{
string text1 = "Player1: " + p1Hp;
string text2 = "Enemies: " + currEnemies + "/10";
string text3 = "Space Hogs Beta";
spriteBatch.Begin();
// Draw the string twice to create a drop shadow, first colored black
// and offset one pixel to the bottom right, then again in white at the
// intended position. This makes text easier to read over the background.
spriteBatch.DrawString(font, text1, new Vector2(651, 11), Color.Gray);
spriteBatch.DrawString(font, text1, new Vector2(650, 10), Color.White);
spriteBatch.DrawString(font, text2, new Vector2(851, 11), Color.Gray);
spriteBatch.DrawString(font, text2, new Vector2(850, 10), Color.White);
spriteBatch.DrawString(font, text3, new Vector2(741, 611), Color.Gray);
spriteBatch.DrawString(font, text3, new Vector2(740, 610), Color.White);
spriteBatch.End();
}
这个静态类具有以下属性:
static ContentManager content;
static GraphicsDevice graphics;
static Camera camera;
static Dictionary<String, Model> models = new Dictionary<string, Model>();
static SpriteBatch spriteBatch;
static SpriteFont font;
public static void initHelper(ContentManager c, GraphicsDevice g, Camera cam)
{
content = c;
graphics = g;
camera = cam;
spriteBatch = new SpriteBatch(g);
font = c.Load<SpriteFont>("Fonts/main");
}
希望你能帮助我:)。
答案 0 :(得分:8)
您看到的奇怪渲染是因为深度缓冲区已关闭。使用SpriteBatch时会关闭它。这是XNA 3.1 API的一个奇怪之处。 XNA 4.0至少使这种情况更加明显。
Here is an explanation of what render states are changed by SpriteBatch in XNA 3.1。并here is the same thing for XNA 4.0。
解决方案是在使用SpriteBatch之后,基本上将渲染状态设置回您想要的状态。在这种情况下,至少设置:
GraphicsDevice.RenderState.DepthBufferEnable = true;
(在那里你可能还有其他一些州要改变。)