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Correct bullet number in refernce in shader tutorial
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articles/tutorials/building_2d_games/24_shaders/index.md

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@@ -402,7 +402,7 @@ When working with effects in [**SpriteBatch**](xref:Microsoft.Xna.Framework.Grap
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spriteBatch.End();
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```
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4. There is an exception to #2 above. In [Chapter 06: Working with Textures](../06_working_with_textures/index.md#layer-depth), we discussed the different [**SpriteSortMode**](xref:Microsoft.Xna.Framework.Graphics.SpriteSortMode) values that can be used when rendering. From this chapter, we learned that when using [**SpriteSortMode.Immediate**](xref:Microsoft.Xna.Framework.Graphics.SpriteSortMode) that when a draw call is made, it is immediately flushed to the GPU and rendered to the screen, ignoring batching. This means that if you are using [**SpriteSortMode.Immediate**](xref:Microsoft.Xna.Framework.Graphics.SpriteSortMode) then changing parameters between draw calls will apply the parameter change after it is made for the next draw call.
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4. There is an exception to #3 above. In [Chapter 06: Working with Textures](../06_working_with_textures/index.md#layer-depth), we discussed the different [**SpriteSortMode**](xref:Microsoft.Xna.Framework.Graphics.SpriteSortMode) values that can be used when rendering. From this chapter, we learned that when using [**SpriteSortMode.Immediate**](xref:Microsoft.Xna.Framework.Graphics.SpriteSortMode) that when a draw call is made, it is immediately flushed to the GPU and rendered to the screen, ignoring batching. This means that if you are using [**SpriteSortMode.Immediate**](xref:Microsoft.Xna.Framework.Graphics.SpriteSortMode) then changing parameters between draw calls will apply the parameter change after it is made for the next draw call.
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> [!IMPORTANT]
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> As mentioned in [Chapter 06](../06_working_with_textures/index.md#layer-depth), [**SpriteSortMode.Immediate**](xref:Microsoft.Xna.Framework.Graphics.SpriteSortMode) can cause performance issues and should only be used when absolutely necessary, as `Immediate` mode effectively disables batching.

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