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Add an array of sprites to the batch of sprites to be rendered. This must be called in between calls to ID3DX10Sprite::Begin and ID3DX10Sprite::End, and ID3DX10Sprite::Flush must be called before End to send all of the batched sprites to the device for rendering. This draw method is most useful when drawing a small number of sprites that you want buffered into a large batch, such as fonts.
Syntax
HRESULT DrawSpritesBuffered(
[in] D3DX10_SPRITE *pSprites,
[in] UINT cSprites
);
Parameters
-
pSprites [in]
-
Type: D3DX10_SPRITE*
The array of sprites to draw. See D3DX10_SPRITE.
-
cSprites [in]
-
Type: UINT
The number of sprites in pSprites.
Return value
Type: HRESULT
If the method succeeds, the return value is S_OK. If the method fails, the return value can be one of the following: D3DERR_INVALIDCALL, D3DXERR_INVALIDDATA.
Requirements
| Requirement | Value |
|---|---|
| Header |
|
| Library |
|
See also