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  • Re: SpriteBatch Error - Multiple Monitors

    I suppose that makes sense, but if I have a game with hundreds/thousands of textures and have to reload them all at once just because the user dragged the window over to a second monitor... it's gonna kill performance.Shouldn't there be a way to load textures into a 'neutral' device, that can be used by any GPU?
    Posted to General (Forum) by WakeZero on 10/7/2007
  • Re: SpriteBatch Error - Multiple Monitors

    Actually, I think I just found the problem. I started debugging and noticed (like you said in your first response)  that when I switched monitors it called both Unload and Load. The error happens because I keep adding sprites to my collection, and although the 'new' sprites are fine, the old ones have bad texture data.Adding the following ...
    Posted to General (Forum) by WakeZero on 10/7/2007
  • Re: SpriteBatch Error - Multiple Monitors

    Interesting observation, but changing that line doesn't produce different results; the error still occurs. It also required a bit of extra work to store the base game variable and make the graphics variable visable.renderer = new SpriteBatch(game.graphics.GraphicsDevice);
    Posted to General (Forum) by WakeZero on 10/7/2007
  • Re: SpriteBatch Error - Multiple Monitors

    I thought I was already doing that? protected override void LoadGraphicsContent(bool loadAllContent) { base.LoadGraphicsContent(loadAllContent); if (loadAllContent) { renderer = new SpriteBatch(GraphicsDevice); ContentManager content = content = new ...
    Posted to General (Forum) by WakeZero on 10/6/2007
  • SpriteBatch Error - Multiple Monitors

    When running the following XNA project and moving the game window from one monitor to the other, I get the following error at SpriteBatch.End(): ''Attempted to read or write protected memory. This is often an indication that other memory is corrupt.'' http://www.wakezero.com/xna/SpriteBatchError.zip Anyone have any clue on what's going on/how ...
    Posted to General (Forum) by WakeZero on 10/6/2007
  • Re: SpriteBatch multi-screen issues

    I was having the same issue. I made a new class that inherited DrawableGameComponent, and I didn't override UnloadGraphicsContent. I then used a SpriteBatch to render a texture on the screen, and it worked perfectly until I moved the window onto my second monitor. At that point I got an AccessViolationException from SpriteBatch.End.As soon as I ...
    Posted to XNA Framework (Forum) by WakeZero on 9/7/2007
  • Re: Adding texture to a sphere?

    Thanks dteviot, with the sphere object I am able to render and texture a sphere. That's exactly what I wanted =)Thanks cannontrodder for all the pointers, bottom-line is that I just suck at Blender. I'll keep an eye out for your blog though ;-)
    Posted to General (Forum) by WakeZero on 7/26/2007
  • Re: Adding texture to a sphere?

    Well, I can't even get blender to texture the sphere correctly... I do however get some colors in a wierd funky pattern though. Help!Here is my blender file:http://www.wakezero.com/csharp/earth.blendhttp://www.wakezero.com/csharp/earthmap.jpgIf you put the blender file and the earthmap.jpg in the same place, and then render the file it appears to ...
    Posted to General (Forum) by WakeZero on 7/25/2007
  • Re: Adding texture to a sphere?

    That would be great. As for the blender texturing, I will give it a shot... although the whole point of texturing at runtime was so I could change the textures freely.
    Posted to General (Forum) by WakeZero on 7/24/2007
  • Adding texture to a sphere?

    Ok, I have searched tirelessly the past few days on how to display and texture a sphere. After realizing there is no easy way to create a sphere primitive (which is very sad/surprising) I caved and fiddled around with blender until I made one. You can find it ...
    Posted to General (Forum) by WakeZero on 7/24/2007
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