From c7afe523ef41a0cc847e48f93b6bcbb89c5f2223 Mon Sep 17 00:00:00 2001 From: gered Date: Sat, 24 Aug 2013 18:26:10 -0400 Subject: [PATCH] ScreenEffectManager's render callbacks should wrap effect render calls with SpriteBatch begin/end itself --- .../Graphics/ScreenEffects/ScreenEffectManager.cs | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/Blarg.GameFramework/Graphics/ScreenEffects/ScreenEffectManager.cs b/Blarg.GameFramework/Graphics/ScreenEffects/ScreenEffectManager.cs index 6b8a366..dc93ae9 100644 --- a/Blarg.GameFramework/Graphics/ScreenEffects/ScreenEffectManager.cs +++ b/Blarg.GameFramework/Graphics/ScreenEffects/ScreenEffectManager.cs @@ -135,11 +135,13 @@ namespace Blarg.GameFramework.Graphics.ScreenEffects if (_numLocalEffects == 0) return; + _spriteBatch.Begin(); for (var node = _effects.First; node != null; node = node.Next) { if (node.Value.IsLocal) node.Value.Effect.OnRender(delta, _spriteBatch); } + _spriteBatch.End(); } public void OnRenderGlobal(float delta) @@ -147,11 +149,13 @@ namespace Blarg.GameFramework.Graphics.ScreenEffects if (_numGlobalEffects == 0) return; + _spriteBatch.Begin(); for (var node = _effects.First; node != null; node = node.Next) { if (!node.Value.IsLocal) node.Value.Effect.OnRender(delta, _spriteBatch); } + _spriteBatch.End(); } public void OnResize()