fixed issue #534 ("StencilSample: InvalidOperationException")
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@ -340,6 +340,14 @@ namespace ANX.Framework.Graphics
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raise_DeviceResetting(this, EventArgs.Empty);
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// As it seams that no hardware Depth24 exists we handle Depth24 and Depth24Stencil8 the same way. Problem is that the Clear method checks for Depth24Stencil8 when
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// trying to clear the stencil buffer and the format is setted to Depth24. Internally Depth24 is already handled as Depth24Stencil8 so it is interchangeable.
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if ((this.currentPresentationParameters.DepthStencilFormat == DepthFormat.Depth24 || this.currentPresentationParameters.DepthStencilFormat == DepthFormat.Depth24Stencil8) &&
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(presentationParameters.DepthStencilFormat == DepthFormat.Depth24 || presentationParameters.DepthStencilFormat == DepthFormat.Depth24Stencil8))
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{
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this.currentPresentationParameters.DepthStencilFormat = presentationParameters.DepthStencilFormat;
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}
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// reset presentation parameters
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nativeDevice.ResizeBuffers(presentationParameters); //TODO: check if necessary
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@ -89,7 +89,7 @@ namespace WindowsGame1
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{
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// Create a new SpriteBatch, which can be used to draw textures.
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spriteBatch = new SpriteBatch(GraphicsDevice);
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}
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}
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/// <summary>
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/// UnloadContent will be called once per game and is the place to unload
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