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authorJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2018-12-09 19:35:38 -0500
committerJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2018-12-09 19:35:38 -0500
commit3fef9bb2a5cc39fc6ba15199b0889fae5533c5f0 (patch)
tree7d2cefb31851a3eda1282724728830f9f42ceece /src/SMAPI/Framework/SGame.cs
parent441ded8c9a9e3dea39cb180df429d3fcc5f3cc96 (diff)
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fix 'begin must be called' sprite batch errors when using Display.RenderedWorld event
Diffstat (limited to 'src/SMAPI/Framework/SGame.cs')
-rw-r--r--src/SMAPI/Framework/SGame.cs2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/SMAPI/Framework/SGame.cs b/src/SMAPI/Framework/SGame.cs
index 7b3335b7..4d790d9f 100644
--- a/src/SMAPI/Framework/SGame.cs
+++ b/src/SMAPI/Framework/SGame.cs
@@ -1422,8 +1422,8 @@ namespace StardewModdingAPI.Framework
}
Game1.spriteBatch.End();
}
- this.Events.RenderedWorld.RaiseEmpty();
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
+ this.Events.RenderedWorld.RaiseEmpty();
if (Game1.drawGrid)
{
int num1 = -Game1.viewport.X % 64;