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The rendering routine is not replaced. What you are looking at is a content processor.
What happens is that this processor takes in two textures as base data and combines them into one set of texture data. It basically merges textures with the 2nd texture replacing the alpha channel of the first one (if it has one). By the time you make ...
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So, by "back to the way I was before", does that mean you have two listings for the ATI card in your device manager again? Or do you still have an unknown device?
The next step I would take is to look and see if that GDIHOOK5 was needed. Your best bet for that is to head to the dell support site and visit the driver download ...
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Actually, I would take my post to mean that the problem is local to your site. So, you should approach the folks in charge of IT or the MSDN AA at your school, like the previous posters suggested. Because, it is likely that it is a problem and not an intentional removal.
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I can confirm that my school still offers the 12 month trial through the Academic Alliance. Probably doesn't help you much, but at least you know it isn't a global disappearance of the membership option.
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[quote user="Mihalych"]I mean how is it possible to take care of every single possible way to crash a game with this controller stuff?[/quote]
My software testing professor would probably tell you that it is impossible to find 100% of the bugs in a piece of software. But he would also tell you that is possible to get to a point ...
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Hrm. Are you playing other sounds? You can set up sounds to automatically replace other sounds when a certain cap has been reached. You want to make sure that you didn't do that and are accidently replacing your music with some other normal sound effect.
Are you calling Update on the Audio Engine often (like every frame)?
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Hrm, did you start the auditioning utility?
There is also an issue with some of the web hosting services. Although, the exact service name escapes me.
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It is very good. Spritebatch is meant as a Sprite Batching (go figure, huh) class. One of the larger bottlenecks with drawing things is making the draw calls. Batching is good for reducing the number of calls. If you can manage to get everything to be drawn by a single Spritebatch.Being and End call, then you are doing it right.
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Lol, no problem. Good luck with the rest of your project.
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Look up the flood fill algorithm. That is what you want to use. You will flood fill the blank areas and use numbered squares as your boundry cases.