Usually Cameras which are used to draw things in split-screen mode should have this property be true, while Cameras which are used to overlay things such as HUDs should usually set this to false.
The following example creates a situation where two Cameras are used. In this situation, the second Camera is used to draw HUD. The second Camera will not draw the underlying Sprite:
Add the following using statement:
Add the following to Initialize after initializing FlatRedBall:
Sprite sprite = SpriteManager.AddSprite("redball.bmp"); sprite.ScaleX = sprite.ScaleY = 10;
// We'll use a global content manager if we expect the Camera to be around forever Camera hudCamera = new Camera(FlatRedBallServices.GlobalContentManager); SpriteManager.Cameras.Add(hudCamera); hudCamera.SetSplitScreenViewport(Camera.SplitScreenViewport.FullScreen); // Do this so the Camera doesn't draw the Sprite again! hudCamera.DrawsWorld = false;
// Now, add a Text object to the HUD camera. Text text = TextManager.AddText("Score: 1000"); text.X = -19f; text.Y = 15; //text.Scale = text.Spacing = 2; //text.SetPixelPerfectScale(hudCamera); TextManager.AddToLayer(text, hudCamera.Layer);