The correct method for doing this is to call GraphicsDevice.Present()
whenever you want to draw the back buffer onto the screen.
Now the difficulty here is that the Game
class automatically calls Present for you (specifically in Game.EndDraw
), which is something you don't want it to do. Fortunately Game
provides a number of ways to prevent Present from being called:
The best way would be to override BeginDraw
and have it return false, to prevent a frame from being drawn (including preventing Draw
and EndDraw
from being called), like so:
protected override bool BeginDraw()
{
if(readyToDraw)
return base.BeginDraw();
else
return false;
}
The other alternatives are to call Game.SuppressDraw
, or to override EndDraw
such that it does not call base.EndDraw()
until you are ready to have a frame displayed on screen.
Personally I would simply draw every frame.
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