Nez.Portable/Graphics/PrimitiveBatch.cs
/// <summary>
/// Begin is called to tell the PrimitiveBatch what kind of primitives will be drawn, and to prepare the graphics card to render those primitives.
/// Use camera.projectionMatrix and camera.transformMatrix if the batch should be in camera space.
/// </summary>
/// <param name="projection">The projection.</param>
/// <param name="view">The view.</param>
Begin is called to tell the PrimitiveBatch what kind of primitives will be drawn, and to prepare the graphics card to render those primitives.
Use camera.projectionMatrix and camera.transformMatrix if the batch should be in camera space.
Begin is called to tell the PrimitiveBatch what kind of primitives will be drawn and to prepare the graphics card to render those primitives . Use camera . projectionMatrix and camera . transformMatrix if the batch should be in camera space .
public void begin(ref Matrix projection, ref Matrix view)
        {
            Assert.isFalse(_hasBegun, "Invalid state. End must be called before Begin can be called again.");
            _basicEffect.Projection = projection;
            _basicEffect.View = view;
            _basicEffect.CurrentTechnique.Passes[0].Apply();
            _hasBegun = true;
        }
public void begin ( ref Matrix projection , ref Matrix view ) { Assert . isFalse ( _hasBegun , " " ) ; _basicEffect . Projection = projection ; _basicEffect . View = view ; _basicEffect . CurrentTechnique . Passes [ 0 ] . Apply ( ) ; _hasBegun = true ; }
Begin is called to tell the PrimitiveBatch what kind of primitives will be drawn, and to prepare the graphics card to render those primitives.
Begin is called to tell the PrimitiveBatch what kind of primitives will be drawn and to prepare the graphics card to render those primitives .
// tell our basic effect to begin. // flip the error checking boolean. It's now ok to call AddVertex, Flush, and End.
Matrix
ref
projection
None
view
None