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	<title>Comments on: Maintaining a fixed aspect ratio</title>
	<atom:link href="http://blog.nickgravelyn.com/2009/11/maintaining-a-fixed-aspect-ratio/feed/" rel="self" type="application/rss+xml" />
	<link>http://blog.nickgravelyn.com/2009/11/maintaining-a-fixed-aspect-ratio/</link>
	<description></description>
	<lastBuildDate>Fri, 23 Jul 2010 01:34:59 +0000</lastBuildDate>
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		<title>By: silverten</title>
		<link>http://blog.nickgravelyn.com/2009/11/maintaining-a-fixed-aspect-ratio/comment-page-1/#comment-463</link>
		<dc:creator>silverten</dc:creator>
		<pubDate>Fri, 23 Jul 2010 01:34:59 +0000</pubDate>
		<guid isPermaLink="false">http://blog.nickgravelyn.com/?p=956#comment-463</guid>
		<description>OK, I have a question that is off topic, but related to this post.  In the code that you provide, you are doing the following:

public Game1()
{           
    new GraphicsDeviceManager(this)
    {
        // initialize a fullscreen backbuffer at the current display size
        PreferredBackBufferWidth = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width,
        PreferredBackBufferHeight = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height,
        IsFullScreen = true
    };

    Content.RootDirectory = &quot;Content&quot;;
}

I have missed something here in C# all this time...  What is going on with the 1st line of code after the Constructor?  I don&#039;t understand what GraphicsDeviceManager is being assigned to... Could you please let me know what you are doing here and how this kind of syntax is used... Is there a Microsoft reference to this sort of thing, because I&#039;m not used to creating an object without an object reference...

The code works, I just don’t know how to do this sort of thing else where or how to set it up!</description>
		<content:encoded><![CDATA[<p>OK, I have a question that is off topic, but related to this post.  In the code that you provide, you are doing the following:</p>
<p>public Game1()<br />
{<br />
    new GraphicsDeviceManager(this)<br />
    {<br />
        // initialize a fullscreen backbuffer at the current display size<br />
        PreferredBackBufferWidth = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width,<br />
        PreferredBackBufferHeight = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height,<br />
        IsFullScreen = true<br />
    };</p>
<p>    Content.RootDirectory = &#8220;Content&#8221;;<br />
}</p>
<p>I have missed something here in C# all this time&#8230;  What is going on with the 1st line of code after the Constructor?  I don&#8217;t understand what GraphicsDeviceManager is being assigned to&#8230; Could you please let me know what you are doing here and how this kind of syntax is used&#8230; Is there a Microsoft reference to this sort of thing, because I&#8217;m not used to creating an object without an object reference&#8230;</p>
<p>The code works, I just don’t know how to do this sort of thing else where or how to set it up!</p>
]]></content:encoded>
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	<item>
		<title>By: ^DJ_Link^</title>
		<link>http://blog.nickgravelyn.com/2009/11/maintaining-a-fixed-aspect-ratio/comment-page-1/#comment-309</link>
		<dc:creator>^DJ_Link^</dc:creator>
		<pubDate>Sat, 12 Dec 2009 10:31:02 +0000</pubDate>
		<guid isPermaLink="false">http://blog.nickgravelyn.com/?p=956#comment-309</guid>
		<description>Do you have any idea why this works but when setting a render target the bars disappear?

I&#039;m creating the render target like this

PresentationParameters pp = GraphicsDevice.PresentationParameters;
            lightMap = new RenderTarget2D(GraphicsDevice, pp.BackBufferWidth, pp.BackBufferHeight, 1, SurfaceFormat.Color, pp.MultiSampleType, pp.MultiSampleQuality);</description>
		<content:encoded><![CDATA[<p>Do you have any idea why this works but when setting a render target the bars disappear?</p>
<p>I&#8217;m creating the render target like this</p>
<p>PresentationParameters pp = GraphicsDevice.PresentationParameters;<br />
            lightMap = new RenderTarget2D(GraphicsDevice, pp.BackBufferWidth, pp.BackBufferHeight, 1, SurfaceFormat.Color, pp.MultiSampleType, pp.MultiSampleQuality);</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: ^DJ_Link^</title>
		<link>http://blog.nickgravelyn.com/2009/11/maintaining-a-fixed-aspect-ratio/comment-page-1/#comment-312</link>
		<dc:creator>^DJ_Link^</dc:creator>
		<pubDate>Sat, 12 Dec 2009 10:31:02 +0000</pubDate>
		<guid isPermaLink="false">http://blog.nickgravelyn.com/?p=956#comment-312</guid>
		<description>Do you have any idea why this works but when setting a render target the bars disappear?

I&#039;m creating the render target like this

PresentationParameters pp = GraphicsDevice.PresentationParameters;
            lightMap = new RenderTarget2D(GraphicsDevice, pp.BackBufferWidth, pp.BackBufferHeight, 1, SurfaceFormat.Color, pp.MultiSampleType, pp.MultiSampleQuality);</description>
		<content:encoded><![CDATA[<p>Do you have any idea why this works but when setting a render target the bars disappear?</p>
<p>I&#8217;m creating the render target like this</p>
<p>PresentationParameters pp = GraphicsDevice.PresentationParameters;<br />
            lightMap = new RenderTarget2D(GraphicsDevice, pp.BackBufferWidth, pp.BackBufferHeight, 1, SurfaceFormat.Color, pp.MultiSampleType, pp.MultiSampleQuality);</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Nick</title>
		<link>http://blog.nickgravelyn.com/2009/11/maintaining-a-fixed-aspect-ratio/comment-page-1/#comment-308</link>
		<dc:creator>Nick</dc:creator>
		<pubDate>Thu, 19 Nov 2009 00:30:12 +0000</pubDate>
		<guid isPermaLink="false">http://blog.nickgravelyn.com/?p=956#comment-308</guid>
		<description>Sets the minimum and maximum depth values when rendering. Generally those are 0 and 1, but to be safe you could get the default values in LoadContent and reuse them if you wanted to be absolutely sure.</description>
		<content:encoded><![CDATA[<p>Sets the minimum and maximum depth values when rendering. Generally those are 0 and 1, but to be safe you could get the default values in LoadContent and reuse them if you wanted to be absolutely sure.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Nick</title>
		<link>http://blog.nickgravelyn.com/2009/11/maintaining-a-fixed-aspect-ratio/comment-page-1/#comment-311</link>
		<dc:creator>Nick</dc:creator>
		<pubDate>Thu, 19 Nov 2009 00:30:12 +0000</pubDate>
		<guid isPermaLink="false">http://blog.nickgravelyn.com/?p=956#comment-311</guid>
		<description>Sets the minimum and maximum depth values when rendering. Generally those are 0 and 1, but to be safe you could get the default values in LoadContent and reuse them if you wanted to be absolutely sure.</description>
		<content:encoded><![CDATA[<p>Sets the minimum and maximum depth values when rendering. Generally those are 0 and 1, but to be safe you could get the default values in LoadContent and reuse them if you wanted to be absolutely sure.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: ^DJ_Link^</title>
		<link>http://blog.nickgravelyn.com/2009/11/maintaining-a-fixed-aspect-ratio/comment-page-1/#comment-307</link>
		<dc:creator>^DJ_Link^</dc:creator>
		<pubDate>Wed, 18 Nov 2009 08:19:51 +0000</pubDate>
		<guid isPermaLink="false">http://blog.nickgravelyn.com/?p=956#comment-307</guid>
		<description>Thanks a lot. Really helpful =)
Just one noob question, what does the Min, MaxDepth do?</description>
		<content:encoded><![CDATA[<p>Thanks a lot. Really helpful =)<br />
Just one noob question, what does the Min, MaxDepth do?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: ^DJ_Link^</title>
		<link>http://blog.nickgravelyn.com/2009/11/maintaining-a-fixed-aspect-ratio/comment-page-1/#comment-310</link>
		<dc:creator>^DJ_Link^</dc:creator>
		<pubDate>Wed, 18 Nov 2009 08:19:51 +0000</pubDate>
		<guid isPermaLink="false">http://blog.nickgravelyn.com/?p=956#comment-310</guid>
		<description>Thanks a lot. Really helpful =)
Just one noob question, what does the Min, MaxDepth do?</description>
		<content:encoded><![CDATA[<p>Thanks a lot. Really helpful =)<br />
Just one noob question, what does the Min, MaxDepth do?</p>
]]></content:encoded>
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