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DvDmanDT

[XNA 4] ScissorRectangle and SpriteBatch

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DvDmanDT    1941
Did SpriteBatch stop respecting the current ScissorRectangle in XNA 4? Did anything change? My GUI system was highly dependent on ScissorRectangles and seems to have broken when I upgraded to XNA 4 which is a big problem for me. In Xna 3.1 I had to Begin() and End() in my SpriteBatch for each time I changed the ScissorsRectangle which isn't exactly optimal, but it worked and was 'fast enough' for my purposes.

Any ideas or links? I tried googling but have so far been unable to come up with anything.

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Flimflam    665
SpriteBatch will certainly use ScissorRectangle. Are you setting the appropriate state blocks to enable it? In the RasterizerState currently applied to the device, ensure ScissorTestEnable is set to true.

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DvDmanDT    1941
[source lang="c#"]
[size="2"][font="Consolas"][color="#010001"][font="Consolas"][color="#010001"][font="Consolas"][color="#010001"]device[/color][/font][/color][/font][/color][/font][font="Consolas"][font="Consolas"].[/font][/font][font="Consolas"][color="#010001"][font="Consolas"][color="#010001"][font="Consolas"][color="#010001"]RasterizerState[/color][/font][/color][/font][/color][/font][font="Consolas"][font="Consolas"] = [/font][/font][font="Consolas"][color="#0000ff"][font="Consolas"][color="#0000ff"][font="Consolas"][color="#0000ff"]new[/color][/font][/color][/font][/color][/font] [font="Consolas"][color="#2b91af"][font="Consolas"][color="#2b91af"][font="Consolas"][color="#2b91af"]RasterizerState[/color][/font][/color][/font][/color][/font][font="Consolas"][font="Consolas"]() { [/font][/font][font="Consolas"][color="#010001"][font="Consolas"][color="#010001"][font="Consolas"][color="#010001"]ScissorTestEnable[/color][/font][/color][/font][/color][/font][font="Consolas"][font="Consolas"] = [/font][/font][font="Consolas"][color="#0000ff"][font="Consolas"][color="#0000ff"][font="Consolas"][color="#0000ff"]true[/color][/font][/color][/font][/color][/font][font="Consolas"][font="Consolas"] };
[/font][/font][/size][size="2"][font="Consolas"][color="#010001"][font="Consolas"][color="#010001"][font="Consolas"][color="#010001"]device[/color][/font][/color][/font][/color][/font][font="Consolas"][font="Consolas"].[/font][/font][font="Consolas"][color="#010001"][font="Consolas"][color="#010001"][font="Consolas"][color="#010001"]ScissorRectangle[/color][/font][/color][/font][/color][/font][font="Consolas"][font="Consolas"] = [/font][/font][font="Consolas"][color="#010001"][font="Consolas"][color="#010001"][font="Consolas"][color="#010001"][color="#0000ff"]new[/color][font="Consolas"] [/font][font="Consolas"][color="#2b91af"][font="Consolas"][color="#2b91af"][font="Consolas"][color="#2b91af"]Rectangle[color="#000000"](10,10,100,100)[/color][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][font="Consolas"][font="Consolas"];
spriteBatch.Begin();
[/source]


[/font][/font][/size][font="Consolas"][size="2"][font="Consolas"][size="2"]Is there anything else I should be doing?[/size][/font][/size][/font]



EDIT:
I just realized I had to pass the RasterizerState to Begin(). That fixed it.

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