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

XNA Game Studio 4.0
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

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


A texture.
The location (in screen coordinates) to draw the sprite.
A rectangle that specifies (in texels) the source texels from a texture. Use null to draw the entire texture.
The color to tint a sprite. Use Color.White for full color with no tinting.
Specifies the angle (in radians) to rotate the sprite about its center.
The sprite origin; the default is (0,0) which represents the upper-left corner.
Scale factor.
Effects to apply.
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.

Xbox 360, Windows 7, Windows Vista, Windows XP, Windows Phone 7