[This documentation is for preview only, and is subject to change in later releases. Blank topics are included as placeholders.]
Defines flags used to specify sprite rendering options.
This enumeration has a FlagsAttribute attribute that allows a bitwise combination of its member values.
Assembly: Microsoft.WindowsMobile.DirectX (in Microsoft.WindowsMobile.DirectX.dll)
|Resolves the value to 0.|
|Prevents the device state from being saved or restored when Begin or End is called.|
|Specifies no changes to the device render state when Begin is called.|
|Specifies no modification of the world, view, and projection transforms. The transforms currently set to the device are used to transform sprites when the batched sprites are drawn (that is, when Begin or End is called). If this option is not specified, the world, view, and projection transforms are modified so that sprites are drawn in screen-space coordinates.|
|Rotates each sprite around its center so that it is facing the viewer. SetWorldViewLH or SetWorldViewRH must be called first.|
|Enables alpha blending with AlphaTestEnable set to true (for nonzero alpha). SourceAlpha is the source blend state, and InvSourceAlpha is the destination blend state in calls to RenderStateManager. The Font class requires this flag to be set when drawing text.|
|Sorts sprites by texture prior to drawing. This option is recommended when drawing non-overlapping sprites of uniform depth; for example, drawing screen-aligned text with Font.|
|Sorts sprites by depth in front-to-back order prior to drawing. This option is recommended when drawing opaque sprites of varying depths.|
|Sorts sprites by depth in back-to-front order prior to drawing. This option is recommended when drawing transparent sprites of varying depths.|
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.