ICanvasRenderPassΒΆ
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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.
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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.
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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.
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System.Nullable<Viewport>