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  • Re: Textured Cube - indices

    Hi MarsTeam, I'm not sure if it is possible to assign the texcoords in such a way over 8 vertices as so they match up so I'll let somebody else answer that (somebody has probably done this before i imagine). There are however a few other methods to get the same output.  Assuming you are not trying to do this as a learning exercise (then I ...
    Posted to Game Algorithms (Forum) by Lintford Pickle on 26/10/2009
  • Re: HLSL - Texcoords

    Hi again everyone, just to update this thread a little, using the information provided by MJP I have managed to offset the original vertex grid to get the texcoords to include the [0,1] bounds in the interpolated values (checked in PIX). [quote user="Shawn Hargreaves"]To the OP: it's not generally a good idea to rely on ...
    Posted to Game Algorithms (Forum) by Lintford Pickle on 19/10/2009
  • Re: HLSL - Texcoords

    Hello to you both, Thanks a lot for the answer MJP, this is something I wasn't aware of, but now I'll definitely keep it in mind for future work, and it was an interesting read.  And also thanks Shawn for explaining the behavior once the offset applied. After making the change and adding the offset, i still couldn't get the above ...
    Posted to Game Algorithms (Forum) by Lintford Pickle on 15/10/2009
  • HLSL - Texcoords

    Hi Everyone, I have several vertex grids defined in world space (33x33 verts), and I want to run a shader to generate noise based on each of the verts' world space coordinates in the PS.  To do this I am using the texcoord positions in a pixel shader to recreate 3d positions in world space given the four corner coordinates of the plane, and ...
    Posted to Game Algorithms (Forum) by Lintford Pickle on 14/10/2009
  • Re: how do i create 2D effect files

    Hi aurelious, Again you weren't very specific in your reply post.  For writing your own Effect files and learning about the different techniques etc, I would definitely recommend Reimers website and his tutorials.
    Posted to Game Design (Forum) by Lintford Pickle on 09/10/2009
  • Re: Design Patterns [Gang of Four] for GameObjects?

    Hi YoYoCJ, Is there actually a problem with passing the GraphicsDevice to the constructor of classes which require use of the device? [quote user="YoYoCJ"]I bet that lots of objects of yourself use at least the Game or GraphicsDevice. How do you handle this?[/quote] When I have many objects which require the use of the GraphicsDevice ...
    Posted to Game Design (Forum) by Lintford Pickle on 09/10/2009
  • Re: Creating your own sprites

    Hi Prabh, Whilst I don't know of any specific tutorials for drawing wwII backgrounds, have you tried searching on youtube for keywords such as 'concept art', or 'how to draw' ... .   Usually Youtube turns up some really great images and you can watch exactly how the painters painted the images, most of the time with voice overs ...
    Posted to Game Design (Forum) by Lintford Pickle on 09/10/2009
  • Re: Reasonable to exclude a save feature in a short-ish platformer game?

    Hi, I think it depends entirely on the game.  All this stuff about it being 2009 carries absolutely no weight at all when deciding what features to add to a game.  Also the save game feature can greatly affect the atmosphere of a game. For example when Doom 3 first came out; it was scary as hell, but you knew as long as you saved before going ...
    Posted to Game Design (Forum) by Lintford Pickle on 10/09/2009
  • Re: Terrain Rendering

    hi jmitch, actually, although the second method will restore all renderstates to a previous state, this is overkill, and changing renderstates does impact performace.   As an exaggeration, suppose the SpriteBatch only changes 4 renderstates.  The second method would backup all renderstates, which is a waste.  I would only recommend the second ...
    Posted to Game Algorithms (Forum) by Lintford Pickle on 26/08/2009
  • Re: Terrain Rendering

    hi jmitch, yes.  As I gather, this is a pretty common issue when getting started with XNA.  All the changes you make to the renderstates are 'stored' on the graphics device and used when rendering, and they remain until you set them to something else (and I think they are 'reset' to defaults when present is called on the device?). ...
    Posted to Game Algorithms (Forum) by Lintford Pickle on 26/08/2009
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