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DrawableGameComponent.Draw Method

Called when the DrawableGameComponent needs to be drawn. Override this method with component-specific drawing code.

Namespace: Microsoft.Xna.Framework
Assembly: Microsoft.Xna.Framework.Game (in microsoft.xna.framework.game.dll)

public virtual void Draw (
         GameTime gameTime
)

Parameters

gameTime
Time passed since the last call to Draw.

Bb196421.caution(en-US,XNAGameStudio.30).gifCaution

In the Draw method of an Xbox 360 game, vertex buffers, index buffers, and textures should not be written using SetData when they are intended to be used for rendering. This condition may lead to graphics corruption or crashes. To avoid this potential issue, use DrawUserPrimitives or DrawUserIndexedPrimitives as the preferred alternative to VertexBuffer.SetData for dynamic vertex generation.

There is a good reason why you should use DrawUserPrimitives or DrawUserIndexedPrimitives. In cases where the size of the back buffer and depth stencil buffer exceed the size of the Xbox 360 10 MB of embedded memory (EDRAM), predicated tiling is used on this platform to compensate for the additional memory requirements. Predicated tiling is a process by which scene rendering is performed multiple times on subsections of the final render target dimensions.

When predicated tiling has been triggered, the drawing commands contained in the Draw function are not submitted until Present is called. (Note that Draw implicitly calls Present at the end of this method.) In this case, these resources are not available for modification until the GPU is finished with presenting the entire frame.

Xbox 360, Windows XP SP2, Windows Vista, Zune

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