Sprite.Begin Method

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How Do I...?

Prepares a device for drawing sprites.

Definition

Visual Basic Public Sub Begin( _
    ByVal flags As SpriteFlags _
)
C# public void Begin(
    SpriteFlags flags
);
C++ public:
void Begin(
    SpriteFlags flags
);
JScript 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, sprite is assumed to be the rendered Sprite object. 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


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