I'm having a bit of trouble getting my sprites in XNA to draw when near the edge of the screen.
Seemingly if you use SpriteBatch to draw then XNA will not draw it if for example (mPosition.X + mSpriteTexture.Width < 0) as it assumes it is offscreen.
However, it seems to make this decision before it applies a rotation. This rotation can mean that, even though (mPosition.X + mSpriteTexture.Width < 0), some of the sprite is still visible on screen.
EDIT: The rotation being a part of the problem is only a hypothesis but to clarify, as the sprite moves towards the edge of the screen at a steady rate (applying a small constant velocity) it will suddenly disappear when it is still partially (usually about half of the sprite) on screen.
My question is, is there a way to get it to draw further outside the viewport or temporarily disable sprite clipping during a certain spriteBatch.draw(...)?
sb.Draw(mSpriteTexture, mPosition, new Rectangle(0, 0, mSpriteTexture.Width, mSpriteTexture.Height), Color.White, Globals.VectorToAngle(mOrientation), new Vector2(halfWidth, halfHeight), scale, SpriteEffects.None, 0);