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The problem is you are doing spritebatch.end before doing effect.end
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t is the distance to the intersection: Vector3 intersection = ray.Position + ray.Direction * t;
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That book is quite good, in fact I have ported a majority of the methods in it to xna: Helpful XNA Collision Detection Functions. You can find a slew of collision detection articles on my website under the tag: Collision Detection.
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Try running the sample here: Model Triangle Selection in XNA
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Collision can be quite frustrating. It may help if you describe the type of collision response you are looking for. I have a sample showing how you can do Splitting Octree collision in XNA. This method uses a sphere to collide against the world and supports sliding. This method has been well tested and is very stable in the sample application I ...
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Looks like you need to set the texture mode to Wrap, it must have been set to Clamp some where else.
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Check out my latest article on Rendering Avatars in XNA
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I have written a short tutorial on how to use the avatar rendering system in XNA: Rendering Avatars in XNA
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I would be more than happy to help trouble shoot the issue if you can upload your project on my forums as an attachment.
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Ziggyware XNA Sprite Sheet Creator