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Yeah, we used some of his music in our game Vacuum Ball - which is still in development and will be released I swear - Also backoff get your own royalty free music :P
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Point Sprite Tutorial
http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series2/Point_sprites.php
Important Notes about behavioral differences xbox vs windows from Shawn Hargreaves blog
http://blogs.msdn.com/shawnhar/archive/2007/01/03/point-sprites-on-xbox.aspx
-David
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[quote user="dud88dud"]
And, in response to what you said, Greytone, I'll be editing my code to only recreate textures when absolutely necessary. That should help, but it still won't fix the problem, because when a bitmap is altered, the texture will have to be recreated. Lots of altering would still, in theory, cause the game ...
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Yes, pointsprites are actually a very good idea.
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[quote user="MJP"]DrawUserPrimitives can be on the slow side well. I'd recommend using either shader constant instancing or hardware instancing on the PC, and vfetch instancing on the 360.
[/quote]
DrawUserPrimitives is certainly slower than say having the vertex buffer on the GPU already, but it is many orders of ...
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Hi,
Without knowing exactly how you are using them its hard to advise. From the code your showing the only "new" I see is on the texture which shouldn't suggest a continuous increase in size if it is being disposed as you describe.
May I suggest - Make yourself a hybrid bitmap/texture object/wrapper that contains exactly one ...
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Hi,
Sounds like your running into a render call limitiation. From the little code you showed it looks like each quad is a mesh. This means every quad gets 1 render call, each render call takes a little cpu overhead and it adds up quickly... On the 360 you can't push more than 100 - 150 render calls per frame without dropping below ...
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Hi Shawn,
I have tested it on my lab machine and my home machine both are Vista with 8800 GT / GTX respectively.
I am sliding the view in the Y direction by offsetting the y texture coordinate by the current time.
The problem is seeming to be with the texture coordinate precision - if I truncate the texture coordinates to 4 decimal ...
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Hi,
I have been working on a noise shader, and have run into an interesting optimization error. In debug mode everything renders great. In release mode I am getting several randomly occurring single pixel lines that are running though the result:
I'm not entirely sure where this could be going wrong, if this is a caching error, or a ...
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You didn't mention in your post if you were moving the camera itself, and not just the target. That could be the problem in this case.