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Even though you included a single code line (for creating the mySprite1 object), a lot of things are going on. You created your sprite class by using the content manager to load the Texture2D based on the image asset name, ball. You also defined the sprite position as (0, 0) and decided on the sprite size: 64 pixels wide and 64 pixels tall. For the SpriteBatch s creation, you re passing the graphics device as a parameter. In the previous chapter, we mentioned that the device (represented here by the GraphicsDevice variable) is your entry point to the graphics handling layer, and through it you do any graphical operations. Here, you are informing the SpriteBatch which device it should use when drawing the sprites. In the next section, you ll see how to use the device to change the program s window size. It s always a good programming practice to destroy everything you created when the program ends. To do this, you need to dispose of the texture of clsSprite you created in the LoadContent method. As you probably guessed, you do this in the UnloadContent method. The code for disposing of the object follows: protected override void UnloadContent() { // Free the previously allocated resources mySprite1.texture.Dispose(); }

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The transaction isolation level. This will be the default of the underlying data store unless specified explicitly. Changing this value can have significant performance implications. The list of exceptions that would otherwise cause a rollback (that is, unchecked exceptions that should force a commit). An example declaration might be @Throwable(noRollbackFor= {MyRuntimeException.class}). Performs the same function as the noRollbackFor property but specifies the class name as a String instead of providing an instance of the Class object. This is more verbose and more error prone, so it holds little value and I do not recommend using it. The transaction propagation type, which defines the circumstances under which a new transaction should be created if one does not already exist as the method is invoked. The default propagation depends on the transaction manager being used, but is typically to create a new transaction if one has not yet been established. Flags that the transaction is to be opened in read-only mode, which will sometimes allow for some performance benefits.

Note You could also create a Dispose method in the clsSprite class to dispose of the texture, and call

it from the UnloadContent method. This would be a more object-oriented code practice. It s up to you to choose the code practice you think is best.

Class< extends Throwable>[]

Finally, you need to include code to draw the sprite using the SpriteBatch object you created. You use the SpriteBatch, as its name suggests, to draw a batch of sprites, grouping one or more calls to its Draw method inside a block started by a call to the Begin method and closed by a call to the End method, as follows: protected override void Draw(GameTime gameTime) { graphics.GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); mySprite1.Draw(spriteBatch); spriteBatch.End(); base.Draw(gameTime); } The Begin method can also receive parameters that will be used when rendering every sprite in the block. For instance, if the texture has transparency information, you can tell the SpriteBatch to take this into account when drawing, by changing the Begin code line to the following: spriteBatch.Begin(SpriteBlendMode.AlphaBlend);

Propagation (enum)

sampler2D diffuseSampler2 = sampler state { Texture = <diffuseTexture2>; MagFilter = Linear; MinFilter = Linear; MipFilter = Linear; AddressU = Wrap; AddressV = Wrap; }; sampler2D diffuseSampler3 = sampler state { Texture = <diffuseTexture3>; MagFilter = Linear; MinFilter = Linear; MipFilter = Linear; AddressU = Wrap; AddressV = Wrap; }; sampler2D diffuseSampler4 = sampler state { Texture = <diffuseTexture4>; MagFilter = Linear; MinFilter = Linear; MipFilter = Linear; AddressU = Wrap; AddressV = Wrap; }; sampler2D alphaSampler = sampler state { Texture = <alphaTexture>; MinFilter = Linear; MagFilter = Linear; MipFilter = Linear; AddressU = Wrap; AddressV = Wrap; }; sampler2D normalSampler = sampler state { Texture = <normalTexture>; MinFilter = linear; MagFilter = linear; MipFilter = linear; AddressU = Wrap; AddressV = Wrap; };

Table 5-1. Properties of the @Transactional Annotation (Continued)

Before you start work on your vertex shader, you should define which information is contained inside each vertex sent by XNA, so the vertex shader knows which information to expect. All vertices that XNA sends to your vertex shader contain the vertex position, texture coordinate, and tangent base (tangent, binormal, and normal vectors), so put this struct at the top of your Terrain.fx file. struct a2v { float4 float2 float3 float3 float3 };

Class< extends Throwable>[]

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