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Try right clicking on the folder in windows explorer, and opening the Properties page. Is there a previous versions tab? If so, you might be able to restore an old version of the folder or the file inside it.
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Array indices are 0-based. For the second index in your array, you are providing 1, but the biggest index allowed is 0 (since the array is of size 1).
Try new int [4, 2] instead.
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If you Dispose the rendertarget you created, the Texture2D you got from it will be gone too. RenderTarget.GetTexture() just returns a reference to the texture associated with the rendertarget. You'll need to keep the rendertarget alive until you are done with the texture.
I don't understand why you don't just scale the original ...
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It's time to get friendly with the debugger :-)
When you think those conditions should be satisfied, put a breakpoint on that loop and step through the code. That will provide you with the answer you're looking for (or at least help you narrow down the problem).
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Another problem is that you are using this:
GameTime Milisegundo = new GameTime();
But I don't ever see where the Milisegundo value is changed. So the EllapsedGameTime will always be zero.
You should instead be using the GameTime object passed to the Update method.
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Try something like this:
SignedInGamerCollection signedInGamers = Gamer.SignedInGamers;
SignedInGamer mainGamer = signedInGamers[PlayerIndex.One]; // Use whatever player index pressed the Start button at the beginning of your game
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One thing that stands out is that you are comparing Tempo to 0.100 using the '==' operator.
Generally, you don't want to compare floating point numbers with the equality operator, since because of floating point errors things will never be exactly a particular value. I suspect that if you put a breakpoint in your ...
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Is that your actual code? If so, you should really only be creating your render target once (just make it big enough for the biggest label you think you might need) and re-use it (since creating them is expensive). I don't know if that will help with your problem though.
Anyway, if you're seeing the label come up with a blue/purple ...
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My main problem with PIX used to be to that it crashed all the time. But it has gotten more stable with each release of the SDK. I haven't had it crash in a long time.
It is true the shader debugger does not always show the correct values. This is especially true when stepping through the HLSL, which is nearly impossible to follow ...
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The disassembly PIX shows for your vertex shader looks fine. I'm not sure what the problem is?
vs_3_0
def c0, 1, 0, 0.5, 0
dcl_texcoord v0 // texCoord<0,1>
dcl_2d s2
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