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Even in C++, `operator delete' and `operator delete []' are not guaranteed to release memory back to the operating system. Implementations may just tag the memory as unused for future use by `operator new' and `operator new []'.
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My guess is there are a few issues you're running into, not just one. First, each of those parameter modifications is forcing a look-up into a string-indexed dictionary, which could be slow if you're doing it thousands of times per frame (6 parameters x 500 objects). Second, with over invocations of this code, you're ...
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A question like this may be more suited to a general site like gamedev.net, as it's not XNA-related and you'll get more responses.
Personally, I'm a firm believer in avoiding static fields/classes, or a single class that contains public references to all other "manager" classes whenever possible. Unless there is ...
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[quote user="Stephen Styrchak"]A second option is to select "Only build startup project and dependencies on Run" on the Options page (Tools->Options, then Projects and Solutions\Build and Run). This option will do as it says - only build and deploy the startup project and its dependencies on F5, as long as they are active in ...
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[quote user="EDesert"]But the problem is, when I call game.Run(), the WPF window stops doing events...so my 4 mouses stop working[/quote]
Does WPF provide you with a way to pump the message queue for the WPF window? If so, try to attach it as a call from your game class, either in Update or hooked into the Application.OnIdle ...
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The native Windows API, which you are ultimately using for WPF/XNA, does not play nicely with multi-threading. All of your windowing code really should be on one thread.
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You always must draw alpha-blended geometry over non-alpha blended geometry, or else the depth test is going to ruin you as you are experiencing. You should split the object into two draw calls. If you're using the XNA Model class, you may need to break the model into two separate models to achieve this.
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[quote user="Rainault"]On the top toolbar of Visual Studio, change the build configuration from "Mixed Platforms" to "x86" if you want to build for Windows and "Xbox 360" for the Xbox. "Mixed Platforms" will build for all platforms that your solution supports. You need to change this manually even ...
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If you're serious about supporting multiple platforms, you may want to consider writing an abstraction layer between your game and the underlying libraries. This is a very common approach when working on cross-platform games in any language and there is plenty of literature out there on designing such systems.
Briefly, the idea is ...
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The limitation is based on your video card, but four simultaneous textures should be easily handled by any relatively modern card. You can check the capabilities structure which is a part of your GraphicsDevice object for this kind of information.
[quote user="The Thunder"]but looking at games like World of Warcraft or ...