Sprite.Begin(SpriteFlags) Method (Microsoft.DirectX.Direct3D)
How Do I...?
- Draw A Sprite
Prepares a device for drawing sprites.
Definition
Visual Basic | Public Sub Begin( _ ByVal flags As SpriteFlags ) |
C# | public voidBegin( 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 |
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 | 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:
- 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();
See Also