/// /// This is called when the game should draw itself. /// /// Provides a snapshot of timing values. protected override void Draw(GameTime gameTime) { fps++; RenderTarget oldTarget = graphics.GraphicsDevice.GetRenderTarget(0); graphics.GraphicsDevice.SetRenderTarget(0, renderTarget); graphics.GraphicsDevice.Clear( ClearOptions.Target, Color.Black, 0, 0); spriteBatch.Begin(SpriteBlendMode.AlphaBlend); myMap.Draw(spriteBatch, tileset2); if (MapEngineForm.mouseOver == MapEngineForm.MouseSelection.MAPEDITOR) thisSelector.Draw(spriteBatch); spriteBatch.End(); graphics.GraphicsDevice.ResolveRenderTarget(0); Texture2D myTexture = renderTarget.GetTexture(); graphics.GraphicsDevice.SetRenderTarget(0, oldTarget as RenderTarget2D); spriteBatch.Begin(); spriteBatch.Draw(myTexture, new Rectangle(0, 0, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight), Color.White); //spriteBatch.Draw(myTexture, new Vector2(0, 0), null, new Color(255, 255, 255, 150), 0f, new Vector2(0, 0), new Vector2(0.5f, 0.5f), SpriteEffects.None, 0.5f); spriteBatch.End(); base.Draw(gameTime); } }