- removed some testing code from SimpleSprite sample
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@ -269,6 +269,7 @@ namespace ANX.Framework.Windows.DX10
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// Prepare All the stages
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device.InputAssembler.PrimitiveTopology = FormatConverter.Translate(primitiveType);
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device.Rasterizer.SetViewports(currentViewport);
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device.OutputMerger.SetTargets(this.depthStencilView, this.renderView);
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for (int i = 0; i < technique.Description.PassCount; ++i)
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@ -468,8 +469,9 @@ namespace ANX.Framework.Windows.DX10
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renderTargetView.Dispose();
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renderTargetView = null;
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}
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device.OutputMerger.SetRenderTargets(1, new RenderTargetView[] { this.renderView }, this.depthStencilView);
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device.OutputMerger.SetTargets(this.depthStencilView, this.renderView);
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}
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else
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{
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@ -81,14 +81,6 @@ namespace WindowsGame1
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{
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graphics = new GraphicsDeviceManager(this);
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Content.RootDirectory = "SampleContent";
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graphics.PreparingDeviceSettings += new EventHandler<PreparingDeviceSettingsEventArgs>(graphics_PreparingDeviceSettings);
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}
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void graphics_PreparingDeviceSettings(object sender, PreparingDeviceSettingsEventArgs e)
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{
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e.GraphicsDeviceInformation.PresentationParameters.DepthStencilFormat = DepthFormat.None;
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e.GraphicsDeviceInformation.PresentationParameters.BackBufferFormat = SurfaceFormat.Bgr565;
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}
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/// <summary>
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@ -119,7 +119,8 @@ namespace VertexIndexBuffer
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protected override void Draw(GameTime gameTime)
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{
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GraphicsDevice.Clear(Color.CornflowerBlue);
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//GraphicsDevice.Clear(Color.CornflowerBlue);
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GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.DepthBuffer | ClearOptions.Stencil, Color.CornflowerBlue, 1.0f, 0);
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miniTriEffect.CurrentTechnique.Passes[0].Apply();
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