ICanvasRenderPassΒΆ

interface ICanvasRenderPass : IRenderPass, Protogame.IRenderPassWithViewport

A render pass in which graphics rendering is configured for an orthographic view, and canvas entities will automatically render their canvases. When this render pass is active, the X and Y positions of entities map directly to the X and Y positions of the game window, with (0, 0) being located in the top-left.

During this render pass, all texture render calls are batched together with a T:Microsoft.Xna.Framework.Graphics.SpriteBatch, and flushed at the end of the render pass.

This render pass is identical to T:Protogame.I2DBatchedRenderPass, except it is given an explicit interface so that T:Protogame.CanvasEntity knows when to render.

System.Nullable<Viewport> Viewport

Gets or sets the viewport used in this rendering pass.

By configuring different viewports on multiple render passes, you can easily configure split-screen games, where different viewports are used for different players.

Value:The viewport used for rendering.
SpriteSortMode TextureSortMode

Gets or sets the sorting mode for textures during batch rendering.

This value is used as the sorting mode for the underlying T:Microsoft.Xna.Framework.Graphics.SpriteBatch.

Value:The sorting mode to use when rendering textures.