Reputation: 385
I'm currently using this code that someone recommended to combine Awesomium and XNA, however I'm having an issue... Whenever I try to draw the resulting Texture2d the component gives me, I get:
You may not call SetData on a resource while it is actively set on the GraphicsDevice. Unset it from the device before calling SetData.
Here's my code:
using System;
using System.Collections.Generic;
using System.Linq;
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.Media;
using Awesomium.Core;
namespace ProjectTest
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
AwesomiumComponent uiHud;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
Rectangle rect = new Rectangle(100, 100, 500, 500);
uiHud = new AwesomiumComponent(this, rect);
this.Components.Add(uiHud);
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
protected override void Initialize()
{
// TODO: Add your initialization logic here
base.Initialize();
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
uiHud.WebView.LoadURL("http://www.google.com/");
// TODO: use this.Content to load your game content here
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// all content.
/// </summary>
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
// TODO: Add your update logic here
//uiHud.Update(gameTime);
base.Update(gameTime);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
Vector2 pos = new Vector2(10, 10);
spriteBatch.Begin();
spriteBatch.Draw(uiHud.WebViewTexture, pos, Color.White);
spriteBatch.End();
//uiHud.Draw(gameTime);
// TODO: Add your drawing code here
base.Draw(gameTime);
}
}
}
What exactly am I doing wrong?
Upvotes: 4
Views: 1080
Reputation: 4857
Your SpriteBatch
is setting the web texture into the graphics device's first texture stage and never unsetting it. This is causing Awesomium's Draw()
method to fail, because it's trying to call SetData()
on a texture that's still in use.
After spriteBatch.End()
, unset the texture stage:
GraphicsDevice.Textures[0] = null;
Upvotes: 4