Updated GameDevCommon submodule to use .NET 4.6 & Mo
And fixed some color errors
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@ -523,7 +523,7 @@
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If Me.EntityID <> "Floor" And Me.EntityID <> "Water" Then
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If drawViewBox = True Then
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BoundingBoxRenderer.Render(ViewBox, Core.GraphicsDevice, Screen.Camera.View, Screen.Camera.Projection, Color.LightCoral)
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BoundingBoxRenderer.Render(ViewBox, GraphicsDevice, Screen.Camera.View, Screen.Camera.Projection, Microsoft.Xna.Framework.Color.LightCoral)
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End If
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End If
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Else
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@ -66,7 +66,7 @@
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End If
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If drawViewBox = True Then
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BoundingBoxRenderer.Render(ViewBox, Core.GraphicsDevice, Screen.Camera.View, Screen.Camera.Projection, Color.Red)
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BoundingBoxRenderer.Render(ViewBox, Core.GraphicsDevice, Screen.Camera.View, Screen.Camera.Projection, Microsoft.Xna.Framework.Color.Red)
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End If
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End If
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End Sub
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@ -371,11 +371,11 @@
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Dim renderTarget As RenderTarget2D = New RenderTarget2D(Core.GraphicsDevice, CInt(size.X), CInt(size.Y * 3))
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Core.GraphicsDevice.SetRenderTarget(renderTarget)
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Core.GraphicsDevice.Clear(Color.Transparent)
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Core.GraphicsDevice.Clear(Microsoft.Xna.Framework.Color.Transparent)
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Core.SpriteBatch.Begin()
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Canvas.DrawRectangle(New Rectangle(0, 0, CInt(size.X), CInt(size.Y)), New Color(0, 0, 0, 150))
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Core.SpriteBatch.DrawString(font, text, Vector2.Zero, Color.White)
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Core.SpriteBatch.DrawString(font, text, Vector2.Zero, Microsoft.Xna.Framework.Color.White)
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Core.SpriteBatch.End()
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Core.GraphicsDevice.SetRenderTarget(Nothing)
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@ -1 +1 @@
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Subproject commit 01d3ca9ff328a6b0f2776714a8852645a95f83c9
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Subproject commit 9e7889cb8f763df06c13cc982b8f27ab59d255ac
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