XNA Sprite Clipping Incorrectly During Rotation
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Published on 2012-11-26T13:16:06Z
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2012/11/26
17:28 UTC
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I'm having a bit of trouble getting my sprites in XNA to draw.
Seemingly if you use SpriteBatch to draw then XNA will not draw it if for example (mPosition.X + mSpriteTexture.Width < 0) as it assumes it is offscreen.
However, it seems to make this decision before it applies a rotation. This rotation can mean that even though (mPosition.X + mSpriteTexture.Width < 0), some of the sprite is still visible on screen.
My question is, is there a way to get it to draw further outside the viewport or temporarily disable sprite clipping during a certain spriteBatch.draw(...)?
sb.Draw(mSpriteTexture, mPosition,
new Rectangle(0, 0, mSpriteTexture.Width, mSpriteTexture.Height),
Color.White, Globals.VectorToAngle(mOrientation), new Vector2(halfWidth, halfHeight), scale, SpriteEffects.None, 0);
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