RasterizerState set to null after calling DrawText in Nuclex

Posted by ProgrammerAtWork on Game Development See other posts from Game Development or by ProgrammerAtWork
Published on 2012-09-12T07:48:50Z Indexed on 2012/09/12 9:49 UTC
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I have the following code in XNA:

// class members
    Text t1;
    Text t2;
    Text t3;

// init
// Debugfont is size 24 vectorfont
      t1 = MM.DebugFont24.Fill("hello");
      t1 = MM.DebugFont24.Extrude("hello");
      t2 = MM.DebugFont24.Fill("hello");
      t2 = MM.DebugFont24.Extrude("hello");
      t3 = MM.DebugFont24.Fill("hello");
      t3 = MM.DebugFont24.Extrude("hello");

// Draw
TextBatch test = new TextBatch(MM.GD);
      test.DrawText(t1, Color.Red);
      test.DrawText(t2, Color.Red);
      test.DrawText(t3, Color.Red);
      test.End();

//After the second call to the TextBatch, RasterizerState of the GraphicsDevice is set to null
//But I don't get any runtime errors or any indication of that something is wrong. 

Is this supposed to happen? Or am I doing something wrong? I've discovered that this happened because culling was set to None when I was rendering textures

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