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