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

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

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

public void Draw (
         Texture2D texture,
         Vector2 position,
         Nullable<Rectangle> sourceRectangle,
         Color color,
         float rotation,
         Vector2 origin,
         float scale,
         SpriteEffects effects,
         float layerDepth
)

Parameters

texture
Type: Texture2D
A texture.
position
Type: Vector2
The location (in screen coordinates) to draw the sprite.
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.
scale
Type: Single
Scale factor.
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.

Exception typeCondition
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.

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.

Xbox 360, Windows 7, Windows Vista, Windows XP

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