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Fix sentence (#119)
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articles/tutorials/building_2d_games/06_working_with_textures/index.md

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@@ -17,7 +17,7 @@ When rendering in MonoGame, *render states*, properties of the [**GraphicsDevice
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> [!IMPORTANT]
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> Although the [**SpriteBatch**](xref:Microsoft.Xna.Framework.Graphics.SpriteBatch) makes it easier to manage the render states for the [**GraphicsDevice**](xref:Microsoft.Xna.Framework.Graphics.GraphicsDevice), it can also change states that you may have set manually, such as when you are performing 3D rendering. Keep this in mind when mixing 2D and 3D rendering.
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Three methods are are used when rendering with the [**SpriteBatch**](xref:Microsoft.Xna.Framework.Graphics.SpriteBatch):
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Three methods are used when rendering with the [**SpriteBatch**](xref:Microsoft.Xna.Framework.Graphics.SpriteBatch):
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1. [**SpriteBatch.Begin**](xref:Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(Microsoft.Xna.Framework.Graphics.SpriteSortMode,Microsoft.Xna.Framework.Graphics.BlendState,Microsoft.Xna.Framework.Graphics.SamplerState,Microsoft.Xna.Framework.Graphics.DepthStencilState,Microsoft.Xna.Framework.Graphics.RasterizerState,Microsoft.Xna.Framework.Graphics.Effect,System.Nullable{Microsoft.Xna.Framework.Matrix})) prepares the Graphics Device for rendering, including the render states.
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2. [**SpriteBatch.Draw**](xref:Microsoft.Xna.Framework.Graphics.SpriteBatch.Draw(Microsoft.Xna.Framework.Graphics.Texture2D,Microsoft.Xna.Framework.Rectangle,Microsoft.Xna.Framework.Color)) tells the [**SpriteBatch**](xref:Microsoft.Xna.Framework.Graphics.SpriteBatch) what to render. This is usually called multiple times before [**SpriteBatch.End**](xref:Microsoft.Xna.Framework.Graphics.SpriteBatch.End) and batches the draw calls for efficiency.

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