Dans mon code ci-dessous, je pense que c'est fait correctement. Mais idk, l'image appelée par _bg n'est pas montrée. L'écran n'affiche que le blanc. Bizarrement, il y a 0 message d'erreur quand je l'exécute.Pourquoi spritebatch.Draw affiche une sortie vide?
(Le RenderTarget2D est pour-ment par défaut en mon point de vue en mode paysage)
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace GameName2
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Game
{
GraphicsDeviceManager _graphics;
SpriteBatch _spriteBatch;
Texture2D _bg;
RenderTarget2D finalImageTarget;
public Game1()
{
_graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
protected override void Initialize()
{
// TODO: Add your initialization logic here
base.Initialize();
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
_spriteBatch = new SpriteBatch(GraphicsDevice);
_bg = Content.Load<Texture2D>(@"background");
finalImageTarget = new RenderTarget2D(GraphicsDevice, 1280, 720);
// TODO: use this.Content to load your game content here
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// all content.
/// </summary>
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
// TODO: Add your update logic here
base.Update(gameTime);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.SetRenderTarget(finalImageTarget);
GraphicsDevice.Clear(Color.White);
// TODO: Add your drawing code here
_spriteBatch.Begin();
_spriteBatch.Draw(_bg,
new Rectangle(0, 0, Window.ClientBounds.Width, Window.ClientBounds.Height),
null,
Color.White,
0,
Vector2.Zero,
SpriteEffects.None,
0);
_spriteBatch.End();
GraphicsDevice.SetRenderTarget(null);
_spriteBatch.Begin();
_spriteBatch.Draw(finalImageTarget,
new Vector2(720,0),
null,
Color.White,
MathHelper.PiOver2,
Vector2.Zero,
Vector2.One,
SpriteEffects.None,
0f);
_spriteBatch.End();
base.Draw(gameTime);
}
}
}
J'utilise le fichier XNB. Et je l'ai mis dans le dossier de contenu dans le projet. J'ai défini 'Content' et 'Copy if newer' à la propriété de fichier.
Ceci est le fichier .png j'utiliser avant converti en XNB: https://imageshack.us/scaled/large/15/loadingo.png
Ou peut-être le problème est dans mon fichier .png?
Une idée? Merci
j'ai, regardez avant la deuxième .draw –