[英]XNA 4.0 SpriteBatch.Draw Out Of Memory Exception Thrown
好吧,首先,我的猜測是我要多次調用spritebatch.draw()
方法,但是我需要(或者,這是我唯一能弄清楚方法的方法)繪制游戲窗口。 我將繼續轉儲我的代碼。
我的窗戶課;
using System;
using System.Text;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
namespace System.Window
{
class Window
{
#region Variables
public Texture2D importedTexture;
public Texture2D WindowSkin;
public RenderTarget2D currentWindow;
public RenderTarget2D windowTexture;
public Vector2 pos;
public int prevWindowWidth;
public int prevWindowHeight;
public int windowWidth;
public int windowHeight;
public bool visible;
public bool active;
public bool drawNew;
#region Rectangles
public Rectangle clickRect;
public Rectangle topLeftRect;
public Rectangle topRightRect;
public Rectangle buttonRect;
public Rectangle botLeftRect;
public Rectangle botRightRect;
#endregion
#endregion
public Window()
{
}
public void Initialize(GraphicsDevice g, Texture2D ws, Texture2D it, int w, int h, bool v, bool a)
{
WindowSkin = ws;
importedTexture = it;
windowWidth = w;
prevWindowWidth = w;
windowHeight = h;
prevWindowHeight = h;
windowTexture = new RenderTarget2D(g, windowWidth, windowHeight);
currentWindow = windowTexture;
visible = v;
active = a;
drawNew = true;
topLeftRect = new Rectangle(0, 0, 32, 32);
topRightRect = new Rectangle(32, 0, 32, 32);
buttonRect = new Rectangle(64, 0, 32, 32);
botLeftRect = new Rectangle(0, 64, 32, 32);
botRightRect = new Rectangle(64, 64, 32, 32);
}
public void Update(GraphicsDevice g, Vector2 p, int width, int height)
{
prevWindowWidth = windowWidth;
prevWindowHeight = windowHeight;
pos = p;
windowWidth = width;
windowHeight = height;
windowTexture = new RenderTarget2D(g, windowWidth+2, windowHeight+2);
}
public void Draw(SpriteBatch s, GraphicsDevice g)
{
s.Draw(currentWindow, pos, new Rectangle(0, 0, windowWidth, windowHeight), Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0);
}
public void DrawNewWindow(SpriteBatch s, GraphicsDevice g)
{
g.SetRenderTarget(windowTexture);
g.Clear(Color.Transparent);
s.Begin();
#region Draw Background
for (int w = 3; w < (windowWidth); w += 32)
{
for (int h = 32; h < (windowHeight); h += 32)
{
s.Draw(WindowSkin, new Vector2(w, h), new Rectangle(32, 32, 32, 32), Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0);
}
}
#endregion
s.Draw(importedTexture, new Vector2(3, 32), new Rectangle(0, 0, importedTexture.Width, importedTexture.Height), Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0);
#region Draw resizables
for (int i = 32; i < (windowWidth - 64); i += 32)
{
s.Draw(WindowSkin, new Vector2(i, 0), new Rectangle(16, 0, 32, 32), Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0);
}
for (int i = 32; i < (windowWidth - 32); i += 32)
{
s.Draw(WindowSkin, new Vector2(i, windowHeight - 32), new Rectangle(32, 64, 32, 32), Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0);
}
for (int i = 64; i < (windowHeight - 32); i += 32)
{
s.Draw(WindowSkin, new Vector2(0, i), new Rectangle(0, 48, 32, 32), Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0);
}
for (int i = 64; i < (windowHeight - 32); i += 32)
{
s.Draw(WindowSkin, new Vector2(windowWidth - 32, i), new Rectangle(64, 48, 32, 32), Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0);
}
#endregion
#region Draw Corners
s.Draw(WindowSkin, new Vector2(0, 0), topLeftRect, Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0);
s.Draw(WindowSkin, new Vector2(0, 32), new Rectangle(0, 32, 32, 32), Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0);
s.Draw(WindowSkin, new Vector2(windowWidth - 64, 0), topRightRect, Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0);
s.Draw(WindowSkin, new Vector2(windowWidth - 32, 32), new Rectangle(64, 32, 32, 32), Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0);
s.Draw(WindowSkin, new Vector2(windowWidth - 32, 0), buttonRect, Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0);
s.Draw(WindowSkin, new Vector2(0, windowHeight - 32), botLeftRect, Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0);
s.Draw(WindowSkin, new Vector2(windowWidth - 32, windowHeight - 32), botRightRect, Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0);
#endregion
s.End();
currentWindow = windowTexture;
}
}
}
我的Draw()方法;
protected override void Draw(GameTime gameTime)
{
window1.DrawNewWindow(spriteBatch, GraphicsDevice);
window1.drawNew = false;
GraphicsDevice.SetRenderTarget(null);
GraphicsDevice.Clear(Color.CornflowerBlue);
spriteBatch.Begin(SpriteSortMode.Deferred,
BlendState.AlphaBlend,
SamplerState.PointClamp,
null,
null,
null);
window1.Draw(spriteBatch, GraphicsDevice);
spriteBatch.End();
base.Draw(gameTime);
}
一切都很好,並針對我的小窗戶皮膚紋理進行了配置。 唯一的問題是它會有點滯后,然后在運行它大約一分鍾后完全崩潰。 它拋出Out Of Memory Exception
,但是我不知道,也找不到任何其他與spritebatch相關的主題或帖子。 有人對我如何使它工作而不占用太多內存有任何建議嗎? 我認為這是繪制窗口的簡便,經濟高效的方法。 我只是不確定如何減少抽獎,還是要收回任何記憶。
windowTexture =新的RenderTarget2D(g,windowWidth + 2,windowHeight + 2);
可能是罪魁禍首的一部分。 盡量不要在每次更新時實例化新內容。 它大約每秒發生60次,並可能導致嚴重的開銷。 而是使用Initialize方法初始化渲染目標。
RenderTarget2D實現了IDisposable:使用完IDisposable:您應該始終在其上調用Dispose(),因為它可能容納不受管理的資源(如Direct3D表面)。 這是您看到的內存泄漏的根本原因。
當然,正如已經提到的那樣,在每個Draw()上實例化一個新的RenderTarget2D並不是一個好主意,因為這是一個昂貴的調用。
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