MonoGame.Forms 1.6.7.1 - Render Target Manager
- Added a RenderTargetManager to fully manage custom RenderTarget2D’s internally - based on ClientSize and MultiSampleCount.
- Fixed memory leaks on reinitialization of custom controls.
- Added public event Action RenderTargetsRefreshed so the user can get notified when the RenderTarget2D’s, hold by the RenderTargetManager, got refreshed.
- Renamed events to make it more clear what they are meaning:
- UpdateSwapChainRenderTarget -> SwapChainRenderTargetRefreshed
- UpdateMultiSampleCount -> MultiSampleCountRefreshed
- Made SwapChainRenderTargetRefreshed internal.
- Changed some XML comments so they are better understandable.
Using the RenderTargetManager
protected override void Initialize()
{
base.Initialize();
// Adding a new Rendertarget2D with the keyname "MyTarget" to the Manager
Editor.GetRenderTargetManager.CreateNewRenderTarget2D("MyTarget", false);
}
public override void Draw()
{
// Set the new RenderTarget
Editor.BeginRenderTarget("MyTarget", clearColor: Color.Transparent);
// Your Drawings ...
// Automatically revert to the SwapChainRenderTarget
Editor.EndRenderTarget("MyTarget", drawToSpriteBatch: false, clearGraphics: false);
}
NuGet: https://www.nuget.org/packages/MonoGame.Forms/