ScreenEffectManager's render callbacks should wrap effect render calls with SpriteBatch begin/end itself

This commit is contained in:
Gered 2013-08-24 18:26:10 -04:00
parent 35399fd724
commit c7afe523ef

View file

@ -135,11 +135,13 @@ namespace Blarg.GameFramework.Graphics.ScreenEffects
if (_numLocalEffects == 0) if (_numLocalEffects == 0)
return; return;
_spriteBatch.Begin();
for (var node = _effects.First; node != null; node = node.Next) for (var node = _effects.First; node != null; node = node.Next)
{ {
if (node.Value.IsLocal) if (node.Value.IsLocal)
node.Value.Effect.OnRender(delta, _spriteBatch); node.Value.Effect.OnRender(delta, _spriteBatch);
} }
_spriteBatch.End();
} }
public void OnRenderGlobal(float delta) public void OnRenderGlobal(float delta)
@ -147,11 +149,13 @@ namespace Blarg.GameFramework.Graphics.ScreenEffects
if (_numGlobalEffects == 0) if (_numGlobalEffects == 0)
return; return;
_spriteBatch.Begin();
for (var node = _effects.First; node != null; node = node.Next) for (var node = _effects.First; node != null; node = node.Next)
{ {
if (!node.Value.IsLocal) if (!node.Value.IsLocal)
node.Value.Effect.OnRender(delta, _spriteBatch); node.Value.Effect.OnRender(delta, _spriteBatch);
} }
_spriteBatch.End();
} }
public void OnResize() public void OnResize()