GraphicsDevice.Present Method (IntPtr)
Specifies the window target for a presentation and presents the display with the contents of the next buffer in the sequence of back buffers owned by the GraphicsDevice.
Assembly: Microsoft.Xna.Framework (in microsoft.xna.framework.dll)
|ObjectDisposedException||Present was called after the GraphicsDevice was disposed.|
|DriverInternalErrorException||Internal driver error. Applications should generally shut down when receiving this error.|
|DeviceLostException||The GraphicsDevice is lost but cannot be reset at this time. Therefore, rendering is not possible.|
// Create a new render target to receive the drawn data. renderTarget = new RenderTarget2D( graphics.GraphicsDevice, // In this case, we are creating // a render target to match half of a split screen: leftViewPort.Width, leftViewPort.Height, // Number of levels in the render target: 1, // Use the same surface format as the back buffer. graphics.GraphicsDevice.PresentationParameters.BackBufferFormat); // Set the render target on the device. graphics.GraphicsDevice.SetRenderTarget(0, renderTarget); // TODO: Add your code to draw to the render target here. // For example, this could be a call to Mesh.Draw, // a SpriteBatch Begin-End sequence, or a call to // DrawIndexedPrimitives, as you would have called them // in the Draw method of your application. // Set the device render target back to the back buffer. graphics.GraphicsDevice.SetRenderTarget(0, null); // Call GetTexture to retrieve the render target data and save it to a texture. capturedTexture = renderTarget.GetTexture();