Sprite.Begin Method |
Language: |
Prepares a device for drawing sprites.
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
);
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, 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();
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