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Root/src/Graphics/SpriteSortMode.cs

#region License
/* FNA - XNA4 Reimplementation for Desktop Platforms
 * Copyright 2009-2016 Ethan Lee and the MonoGame Team
 *
 * Released under the Microsoft Public License.
 * See LICENSE for details.
 */
#endregion
 
namespace Microsoft.Xna.Framework.Graphics
{
    /// <summary>
    /// Defines sprite sort rendering options.
    /// </summary>
    public enum SpriteSortMode
    {
        /// <summary>
        /// All sprites are drawing when <see cref="SpriteBatch.End"/> invokes, in order of draw call sequence. Depth is ignored.
        /// </summary>
        Deferred = 0,
        /// <summary>
        /// Each sprite is drawing at individual draw call, instead of <see cref="SpriteBatch.End"/>. Depth is ignored.
        /// </summary>
        Immediate = 1,
        /// <summary>
        /// Same as <see cref="SpriteSortMode.Deferred"/>, except sprites are sorted by texture prior to drawing. Depth is ignored.
        /// </summary>
        Texture = 2,
        /// <summary>
        /// Same as <see cref="SpriteSortMode.Deferred"/>, except sprites are sorted by depth in back-to-front order prior to drawing.
        /// </summary>
        BackToFront = 3,
        /// <summary>
        /// Same as <see cref="SpriteSortMode.Deferred"/>, except sprites are sorted by depth in front-to-back order prior to drawing.
        /// </summary>
        FrontToBack = 4
    }
}

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