Timeline for Drawing sprites to a permanent Texture2d using Monogame / XNA
Current License: CC BY-SA 3.0
7 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Nov 26, 2013 at 15:09 | vote | accept | EtanSivad | ||
| Nov 24, 2013 at 8:21 | answer | added | Andrew Russell | timeline score: 2 | |
| Nov 22, 2013 at 18:56 | comment | added | EtanSivad | Looks like there is: spriteBatch.Begin(SpriteSortMode.Texture, BlendState.Additive); This blends things better, but the texture is still getting wiped every turn. | |
| Nov 22, 2013 at 18:22 | review | First posts | |||
| Nov 22, 2013 at 20:34 | |||||
| Nov 22, 2013 at 18:12 | history | tweeted | twitter.com/#!/StackGameDev/status/403949229091336192 | ||
| Nov 22, 2013 at 18:10 | comment | added | ashes999 | I'm not sure, but I suspect one of the calls to the sprite batch (Begin or End) have a parameter you can use to specify "don't clear everything." | |
| Nov 22, 2013 at 18:03 | history | asked | EtanSivad | CC BY-SA 3.0 |