我能够在 XNA 3.1 中做到这一点,但是我看到我们现在在 XNA 4 中使用状态对象,这当然是一个改进,尽管到目前为止我还不能完成我想要的 :)
我在尝试着:
将模板缓冲区清除为 0。
将纹理绘制到模板缓冲区,将绘制纹理的模板缓冲区设置为 1。
绘制另一个仅出现在模板缓冲区不是 1 的地方的纹理。
这是我到目前为止所拥有的,这似乎对纹理 2 的绘制没有影响:
BlendState blend = new BlendState();
blend.ColorWriteChannels = ColorWriteChannels.None;
_preSparkStencil = new DepthStencilState();
_preSparkStencil.StencilEnable = true;
_preSparkStencil.StencilFunction = CompareFunction.Always;
_preSparkStencil.ReferenceStencil = 1;
_preSparkStencil.DepthBufferEnable = true;
_sparkStencil = new DepthStencilState();
_sparkStencil.StencilEnable = true;
_sparkStencil.StencilFunction = CompareFunction.NotEqual;
_sparkStencil.ReferenceStencil = 1;
_sparkStencil.DepthBufferEnable = true;
gd.DepthStencilState = _preSparkStencil;
gd.Clear(ClearOptions.Stencil, Color.Black, 0, 0);
sb.Begin(SpriteSortMode.Deferred, blend);
DrawTexture1();
sb.End();
gd.DepthStencilState = _sparkStencil;
sb.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied);
DrawTexture2();
sb.End();
gd.DepthStencilState = old;