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You could just not add the GamerServicesComponent
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What did you add since it last ran properly? Where does it break when you debug it?
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Go to the effect in the model and use .Parameters["BasicTexture"].GetValueTexture2D(); before you switch
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I don't like the idea of "perks" per se, but sorting peer review/playtest by reputation would be cool.
[quote user="SniperED007"]As much as I like the idea of having perks I think its just going to open up a whole new can of worms. I think you will see people trying to work out how to "boost" there rep so as to ...
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At run-time? No, not in a useable way. At load-time though, I do it very often. You can get the data from the vertexdeclaration and read it in to an array, then combine them all.
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[quote user="Shawn Hargreaves"][quote user="FortisVenaliter Productions"]time-based animations should always be used to be safe and ensure a smooth user experience.[/quote]
If your game uses fixed timestep mode, this is not necessary. It certainly won't hurt, but is also 100% irrelevant and guaranteed not to affect ...
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"Under normal conditions" is the key. It does not run at 60fps, it runs at <=60fps. Why pass a GameTime each frame if you dont use it? You can't guarantee a framerate. You can improve the odds by using same hardware (e.g. a console), and such, but you can't guarantee it, so time-based animations should always be used to be ...
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[quote user="Craig Martin"][quote user="FortisVenaliter Productions"]You need to use time-based animation, not frame-based. X is a float right? do X+=3*60*(float)gameTime.ElapsedGameTime.TotalSeconds instead of your current method[/quote] Er, no that is incorrect. That completely invalidates the whole point of ...
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First off, please refrain from triple posting. Second, yes it does look like a renderstate issue to me. It is hard to be certain (you might try running PIX on it) but I think it might be the destination blend for the particles. Try using One instead of Destination
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You need to use time-based animation, not frame-based. X is a float right? do X+=3*60*(float)gameTime.ElapsedGameTime.TotalSeconds instead of your current method