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Sprite.Begin Method |
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Prepares a device for drawing sprites.
Visual Basic .NET Public Sub Begin( _
ByVal flags As SpriteFlags _
)C# public void Begin(
SpriteFlags flags
);Managed C++ public: void Begin(
SpriteFlags flags
);JScript .NET public function Begin(
flags : SpriteFlags
);
flags Microsoft.DirectX.Direct3D.SpriteFlags. Combination of zero or more values from the SpriteFlags enumeration that describe sprite rendering options.
This method must be called from inside of a Device.BeginScene . . . Device.EndScene pair. Sprite.Begin cannot be used as a substitute for either Device.BeginScene or RenderToSurface.BeginScene.
Exceptions
InvalidCallException The method call is invalid. For example, a method's parameter might contain an invalid value. OutOfVideoMemoryException Microsoft® Direct3D® does not have enough display memory to perform the operation. InvalidDataException The data is invalid. OutOfMemoryException Direct3D could not allocate sufficient memory to complete the call.
Draw A Sprite
This example demonstrates how to draw a sprite.
To draw a sprite:
- Call Sprite.Begin to prepare the device for drawing sprites.
- Call Sprite.Draw2D to render the sprite.
- Call Sprite.End to signal the end of this batch of sprites.
In the following C# code example, device is assumed to be the rendering Device. The texture variable is a loaded Texture object.
[C#]
sprite.Begin(SpriteFlags.None); sprite.Draw2D(texture, Rectangle.Empty, Rectangle.Empty, new Point(5.0f, 5.0f), Color.White); sprite.End();
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