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SpriteBatch.Begin Method

Begins a sprite batch operation.

NameDescription
SpriteBatch.Begin () Begins a sprite batch operation using deferred sort and default state objects (BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.None, RasterizerState.CullCounterClockwise).
SpriteBatch.Begin (SpriteSortMode, BlendState) Begins a sprite batch operation using the specified sort and blend state object and default state objects (DepthStencilState.None, SamplerState.LinearClamp, RasterizerState.CullCounterClockwise). If you pass a null blend state, the default is BlendState.AlphaBlend.
SpriteBatch.Begin (SpriteSortMode, BlendState, SamplerState, DepthStencilState, RasterizerState) Begins a sprite batch operation using the specified sort, blend, sampler, depth stencil and rasterizer state objects. Passing null for any of the state objects selects the default default state objects (BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.None, RasterizerState.CullCounterClockwise).
SpriteBatch.Begin (SpriteSortMode, BlendState, SamplerState, DepthStencilState, RasterizerState, Effect) Begins a sprite batch operation using the specified sort, blend, sampler, depth stencil and rasterizer state objects, plus a custom effect. Passing null for any of the state objects selects the default default state objects (BlendState.AlphaBlend, DepthStencilState.None, RasterizerState.CullCounterClockwise, SamplerState.LinearClamp). Passing a null effect selects the default SpriteBatch Class shader.
SpriteBatch.Begin (SpriteSortMode, BlendState, SamplerState, DepthStencilState, RasterizerState, Effect, Matrix) Begins a sprite batch operation using the specified sort, blend, sampler, depth stencil, rasterizer state objects, plus a custom effect and a 2D transformation matrix. Passing null for any of the state objects selects the default default state objects (BlendState.AlphaBlend, DepthStencilState.None, RasterizerState.CullCounterClockwise, SamplerState.LinearClamp). Passing a null effect selects the default SpriteBatch Class shader.

When drawing, image dimensions must be a power of 2 when if you are using the Reach profile, or texture wrapping in the HiDef profile.

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