Microsoft DirectX 9.0 SDK Update (October 2004)

Sprite.Begin Method

Language:

Note: This documentation is preliminary and is subject to change.
How Do I...?

Prepares a device for drawing sprites.

Definition

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
);

Parameters

flags Microsoft.DirectX.Direct3D.SpriteFlags. Combination of zero or more values from the SpriteFlags enumeration that describe sprite rendering options.

Remarks

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 Leave Site Direct3D could not allocate sufficient memory to complete the call.

How Do I...?

Draw A Sprite

This example demonstrates how to draw a sprite.

To draw a sprite:

  1. Call Sprite.Begin to prepare the device for drawing sprites.
  2. Call Sprite.Draw2D to render the sprite.
  3. 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();

See Also


© 2004 Microsoft Corporation. All rights reserved. Terms of use.

Feedback? Please provide us with your comments on this topic.
For more help, visit the DirectX Developer Center