SpriteBatch.Draw Method (Texture2D, Rectangle, Nullable<Rectangle>, Color, Single, Vector2, SpriteEffects, Single)

Adds a sprite to a batch of sprites for rendering using the specified texture, destination rectangle, source rectangle, color, rotation, origin, effects and layer.

Syntax

'Declaration
Public Sub Draw ( _
         texture As Texture2D, _
         destinationRectangle As Rectangle, _
         sourceRectangle As Nullable(Of Rectangle), _
         color As Color, _
         rotation As Single, _
         origin As Vector2, _
         effects As SpriteEffects, _
         layerDepth As Single _
)
public void Draw (
         Texture2D texture,
         Rectangle destinationRectangle,
         Nullable<Rectangle> sourceRectangle,
         Color color,
         float rotation,
         Vector2 origin,
         SpriteEffects effects,
         float layerDepth
)
public:
void Draw(
         Texture2D texture,
         Rectangle destinationRectangle,
         Nullable<Rectangle> sourceRectangle,
         Color color,
         float rotation,
         Vector2 origin,
         SpriteEffects effects,
         float layerDepth
)

Parameters

  • texture
    Type: Texture2D
    A texture.
  • destinationRectangle
    Type: Rectangle
    A rectangle that specifies (in screen coordinates) the destination for drawing the sprite. If this rectangle is not the same size as the source rectangle, the sprite will be scaled to fit.
  • sourceRectangle
    Type: Nullable<Rectangle>
    A rectangle that specifies (in texels) the source texels from a texture. Use null to draw the entire texture.
  • color
    Type: Color
    The color to tint a sprite. Use Color.White for full color with no tinting.
  • rotation
    Type: Single
    Specifies the angle (in radians) to rotate the sprite about its center.
  • origin
    Type: Vector2
    The sprite origin; the default is (0,0) which represents the upper-left corner.
  • effects
    Type: SpriteEffects
    Effects to apply.
  • layerDepth
    Type: Single
    The depth of a layer. By default, 0 represents the front layer and 1 represents a back layer. Use SpriteSortMode if you want sprites to be sorted during drawing.

Exceptions

Exception type Condition
ArgumentNullException texture is null.
InvalidOperationException Draw was called, but Begin has not yet been called. Begin must be called successfully before you can call Draw.

Remarks

Before making any calls to Draw, you must call Begin. Once all calls to Draw are complete, call End.

If you are texture wrapping with a Reach profile or texture wrapping on Windows Phone, the texture must have power of 2 dimensions.

Requirements

Namespace: Microsoft.Xna.Framework.Graphics

Assembly: Microsoft.Xna.Framework.Graphics (in microsoft.xna.framework.graphics.dll)

See Also

Reference

SpriteBatch Class
SpriteBatch Members
Microsoft.Xna.Framework.Graphics Namespace

Platforms

Windows Phone