Sprite Class

[This documentation is for preview only, and is subject to change in later releases. Blank topics are included as placeholders.]

Provides methods and properties that simplify the process of drawing sprites using Direct3D.

Namespace:  Microsoft.WindowsMobile.DirectX.Direct3D
Assembly:  Microsoft.WindowsMobile.DirectX (in Microsoft.WindowsMobile.DirectX.dll)

public sealed class Sprite : IDisposable

A sprite is a texture mapped to a 2-D surface. Typically used for animation and billboarding, since multiple sprites can move within a larger image.

Typically, the application first calls Begin, which allows control over the device render state, alpha blending, and sprite transformation and sorting. Then, for each sprite to display, the application calls Draw, which can be called repeatedly to store any number of sprites. To display the batched sprites to the device, the application calls End or Flush.

How to: Use Sprites.NET Compact Framework
How to: Use Sprites.NET Compact Framework
How to: Use Sprites.NET Compact Framework

The following code example shows how to create a sprite. For more information about creating and using sprites see How to: Use Sprites.

present = new PresentParameters();
present.BackBufferCount = 1;
present.BackBufferFormat = dispmode.Format;
present.BackBufferHeight = dispmode.Height;
present.BackBufferWidth = dispmode.Width;
present.SwapEffect = SwapEffect.Discard;

device = new Device(Manager.Adapters.Default.Adapter, DeviceType.Default, this, CreateFlags.None, present);
sprite = new Microsoft.WindowsMobile.DirectX.Direct3D.Sprite(device);


Any public static (Shared in Visual Basic) members of this type are thread safe. Any instance members are not guaranteed to be thread safe.

Windows CE, Windows Mobile for Smartphone, Windows Mobile for Pocket PC

The .NET Framework and .NET Compact Framework do not support all versions of every platform. For a list of the supported versions, see .NET Framework System Requirements.

.NET Compact Framework

Supported in: 3.5, 2.0