The example which draws "GameThumbnail.png".
- "GameThumbnail.png" is copied.
- It pastes into the "Content" project.
- It checks that the asset name is "GameThumbnail".
// Game1.cs using System; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Net; using Microsoft.Xna.Framework.Storage; namespace Sample { public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D texture; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void Initialize() { base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); texture = Content.Load<Texture2D>("GameThumbnail"); } protected override void UnloadContent() { } protected override void Update(GameTime gameTime) { base.Update(gameTime); } protected override void Draw(GameTime gameTime) { graphics.GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(SpriteBlendMode.None, SpriteSortMode.Immediate, SaveStateMode.None); spriteBatch.Draw(texture, new Vector2(0, 0), Color.White); spriteBatch.End(); base.Draw(gameTime); } } }SpriteBatch can specify and draw the arbitrary domains of Texture for a position, a color, an angle, the rate of expansion reduction, vertical / horizontal reversal, and depth by the overload of a SpriteBatch.Draw method.
Moreover, alpha blend / addition drawing and sorting processing of batching can also be specified by the overload of a SpriteBatch.Begin method.