Fixed a visual bug related to render targets
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2eac9b665f
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@ -142,8 +142,8 @@ Public Class NewInventoryScreen
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'JSON Stuff
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'_translation = New Globalization.Classes.LOCAL_InventoryScreen()
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target_1 = New RenderTarget2D(GraphicsDevice, 816, 400 - 32, False, SurfaceFormat.Color, DepthFormat.None, 0, RenderTargetUsage.PreserveContents)
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target_2 = New RenderTarget2D(GraphicsDevice, 500, 368)
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target_1 = New RenderTarget2D(GraphicsDevice, 816, 400 - 32, False, SurfaceFormat.Color, DepthFormat.Depth24Stencil8, 0, RenderTargetUsage.PreserveContents)
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target_2 = New RenderTarget2D(GraphicsDevice, 500, 368, False, SurfaceFormat.Color, DepthFormat.Depth24Stencil8)
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itemBatch = New CoreSpriteBatch(GraphicsDevice)
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infoBatch = New CoreSpriteBatch(GraphicsDevice)
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@ -59,7 +59,7 @@ Public Class PressStartScreen
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_shineRenderer = New SpriteBatch(GraphicsDevice)
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_backgroundRenderer = New SpriteBatch(GraphicsDevice)
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target = New RenderTarget2D(GraphicsDevice, windowSize.Width, windowSize.Height)
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target = New RenderTarget2D(GraphicsDevice, windowSize.Width, windowSize.Height, False, SurfaceFormat.Color, DepthFormat.Depth24Stencil8)
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'crappy fix
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Screens.MainMenu.NewNewGameScreen.CharacterSelectionScreen.SelectedSkin = ""
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@ -27,7 +27,7 @@
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IsDrawingGradients = True
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MouseVisible = True
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_preScreenTarget = New RenderTarget2D(GraphicsDevice, windowSize.Width, windowSize.Height)
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_preScreenTarget = New RenderTarget2D(GraphicsDevice, windowSize.Width, windowSize.Height, False, SurfaceFormat.Color, DepthFormat.Depth24Stencil8)
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_texture = TextureManager.GetTexture("GUI\Menus\General")
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ConstructMenu()
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@ -41,8 +41,8 @@
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_backTexture = Content.Load(Of Texture2D)("Textures\UI\TrainerCard\Back")
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_paperClipTexture = Content.Load(Of Texture2D)("Textures\UI\TrainerCard\Paperclip")
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_papersTexture = Content.Load(Of Texture2D)("Textures\UI\TrainerCard\Papers")
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target = New RenderTarget2D(GraphicsDevice, _backTexture.Width, _backTexture.Height + _paperClipTexture.Height)
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target2 = New RenderTarget2D(GraphicsDevice, Core.windowSize.Width, Core.windowSize.Height)
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target = New RenderTarget2D(GraphicsDevice, _backTexture.Width, _backTexture.Height + _paperClipTexture.Height, False, SurfaceFormat.Color, DepthFormat.Depth24Stencil8)
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target2 = New RenderTarget2D(GraphicsDevice, Core.windowSize.Width, Core.windowSize.Height, False, SurfaceFormat.Color, DepthFormat.Depth24Stencil8)
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If Screen.Level.Surfing = True Then
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_charTexture = TextureManager.GetTexture("Textures\NPC\" & Core.Player.TempSurfSkin)
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@ -87,7 +87,7 @@ Public Class PartyScreen
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Public Sub New(ByVal currentScreen As Screen, ByVal Item As Item, ByVal ChoosePokemon As DoStuff, ByVal Title As String, ByVal canExit As Boolean, ByVal canChooseFainted As Boolean, ByVal canChooseEgg As Boolean, Optional ByVal _pokemonList As List(Of Pokemon) = Nothing, Optional ByVal ChooseMode As Boolean = True)
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_preScreenTarget = New RenderTarget2D(GraphicsDevice, windowSize.Width, windowSize.Height)
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_preScreenTarget = New RenderTarget2D(GraphicsDevice, windowSize.Width, windowSize.Height, False, SurfaceFormat.Color, DepthFormat.Depth24Stencil8)
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_blur = New Resources.GaussianEffect(windowSize.Width, windowSize.Height)
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Me.Item = Item
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