XNA 4.0-指定渲染目标时的奇怪行为
我目前面临以下奇怪的问题: 以下代码段按预期完美呈现:XNA 4.0-指定渲染目标时的奇怪行为,xna,direct3d,Xna,Direct3d,我目前面临以下奇怪的问题: 以下代码段按预期完美呈现: private void DoRenderSkybox (GameTime Time) { this.Device.SetRenderTarget(this.GridTexture); this.Device.SetRenderTarget(null); // compute a temporary transformation matrix containing // the combined world and pr
private void DoRenderSkybox (GameTime Time) {
this.Device.SetRenderTarget(this.GridTexture);
this.Device.SetRenderTarget(null);
// compute a temporary transformation matrix containing
// the combined world and projection transfromation
Matrix WorldViewProjection = this.Camera.View * this.Camera.Projection;
// set the render target to the back buffer in any case
this.Device.SetRenderTarget(null);
// assign the vertex - declaration and the vertex- and the index - buffer
this.Device.SetVertexBuffer(this.SkyboxVertices);
this.Device.Indices = this.SkyboxIndices;
// choose the appropriate technique for the current render pass
this.SceneEffect.CurrentTechnique = SceneEffect.Techniques["Skybox"];
this.SceneEffect.CurrentTechnique.Passes[0].Apply();
this.SceneEffect.Parameters["WorldViewProjection"].SetValue(WorldViewProjection);
// finally render the sykbox with disabled depth stencil buffering
this.Device.DepthStencilState = DepthStencilState.None;
this.Device.DrawIndexedPrimitives( PrimitiveType.TriangleList, 0, 0, 36, 0, 12);
this.Device.DepthStencilState = DepthStencilState.Default;
//this.Device.SetRenderTarget(this.GridTexture);
//this.Device.SetRenderTarget(null);
}
但是,如果我在函数末尾指定(并立即取消指定)渲染目标,如下所示:
private void DoRenderSkybox (GameTime Time) {
//this.Device.SetRenderTarget(this.GridTexture);
//this.Device.SetRenderTarget(null);
// compute a temporary transformation matrix containing
// the combined world and projection transfromation
Matrix WorldViewProjection = this.Camera.View * this.Camera.Projection;
// set the render target to the back buffer in any case
this.Device.SetRenderTarget(null);
// assign the vertex - declaration and the vertex- and the index - buffer
this.Device.SetVertexBuffer(this.SkyboxVertices);
this.Device.Indices = this.SkyboxIndices;
// choose the appropriate technique for the current render pass
this.SceneEffect.CurrentTechnique = SceneEffect.Techniques["Skybox"];
this.SceneEffect.CurrentTechnique.Passes[0].Apply();
this.SceneEffect.Parameters["WorldViewProjection"].SetValue(WorldViewProjection);
// finally render the sykbox with disabled depth stencil buffering
this.Device.DepthStencilState = DepthStencilState.None;
this.Device.DrawIndexedPrimitives( PrimitiveType.TriangleList, 0, 0, 36, 0, 12);
this.Device.DepthStencilState = DepthStencilState.Default;
this.Device.SetRenderTarget(this.GridTexture);
this.Device.SetRenderTarget(null);
}
没有渲染任何内容-我得到了一个紫色屏幕!
这对你有意义吗
附言。
我知道这个示例没有多大意义(比如指定并立即取消指定渲染目标)。这里的真实场景要复杂得多,但我能够将问题的本质缩小到这种奇怪的行为,我可以在这个非常简单的示例中演示 刚刚通过进一步检查API找到了解决方案:将Params.RenderTargetUsage=RenderTargetUsage.PreserveContents添加到PresentationParameter结构中解决了问题 在我看来,无论何时切换到另一个渲染目标,backbuffer的内容都会被销毁,就像渲染目标一样