-1
votes
0answers
74 views

Serious Memory leak using SlimDX Texture.FromMemory() [closed]

I am new to stackoverflow and new to DirectX. I'm considering using the C# Wrapper slimdx. After a lot of researches, I found out how to load a texture and Draw on the screen.The below code is c# ...
3
votes
1answer
121 views

How can I use a Texture2D larger than 2048 x 2048?

I'm having issues working with a large image. I've read other threads on using images larger than a Texture2D supports, but found nothing that addresses my problem specifically with implementation ...
2
votes
1answer
224 views

How can I play an RTSP video stream in Unity3D?

I want to play an RTSP video stream on a Texture2D. The stream is coming from an IP camera and is encoded with H.264, MJPEG or MPEG4. I know about VLC's libraries, ffmpeg, direct show, media ...
0
votes
0answers
44 views

“Blinking” graphical bug when rotating shadow matrix

So, we have implemented Krypton shadows into our code for our 2D game, and it's working beautifully. Only issue is that we're running into a bizarre graphical bug when rotating the shadows with the ...
1
vote
2answers
137 views

XNA blurring moving images

Why does XNA blurs the images which moves less than 1px in between two draws? It is quite annoying, because everything looks really blurry. Is there a way to disable it? I have tried to set the ...
0
votes
1answer
114 views

Creating a gradient for a texture - Why is the color becoming dark on one side?

Updated While debugging I looked at the lerp and it was calculating into a negative number at the start. So I added in checks for to low or high a value, and that seems to have fixed it. I'll answer ...
0
votes
1answer
75 views

How do you calculate a gradient value within multiple colors (gradient stops)

In WPF/Silverlight XAML you can have a brush with multiple gradient stops at different points along the color line. I was able to replicate this behavior with two colors, a single color lerp, from ...
2
votes
1answer
183 views

Day and Night Cycles and Skybox Blending

I've been working on adding day/night cycles and random weather to my project using the Neoaxis engine. The day/night cycles itself is pretty simple, just rotating the "sun" light around the Y axis. ...
0
votes
1answer
81 views

Effectively drawing dynamic primitives

Okay, so this is where I am now. My game largely consists of textures drawn through spritebatch. Now I have to draw a dynamic number of triangles. I cannot say in advance where or how many I have to ...
0
votes
0answers
277 views

XNA 4.0 - stretch full screen window?

I have an issue with resolution in XNA 4.0. I'm running fullscreen. The game runs standard at 1920x1080, and can be scaled down to 1280x720. The resolutions are both 16:9 (1920/1,5 = 1280, 1080/1,5 ...
3
votes
1answer
234 views

Automatic shadow for isometric objects

I have like hunderd of isometric objects. One example: I'm trying to find a way to automate creation of shadow they're casting. I ended up with following transformation: matrix.Shear(-0.25f, ...
2
votes
3answers
330 views

XNA 3.1 to 4.0 Vertex Shader Not Drawing

I have recently been converting our XNA 3.1 game to XNA 4.0 and am stuck on the shaders. I have the game running, but nothing is drawing to the screen, except things not using a shader. This is only ...
2
votes
1answer
110 views

Support for different resolutions in a tabletop environment

Right now I am experimenting with XAML and C# to write a small Windows Store App which supports displaying a playmat with cards. However not everyone uses the same resolution and with a somehow fixed ...
-5
votes
1answer
132 views

camera2d class will not work [closed]

using System; using System.IO; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using ...
3
votes
0answers
404 views

How to achieve supersampling / anti-aliasing in pixel shaders?

I am trying to write a couple pixel shaders to apply to images similar to Photoshop effects. For example this effect: ...
-2
votes
3answers
642 views

Why use textures that are Power of Two? [duplicate]

Possible Duplicate: Why are textures always square powers of two? What if they aren’t? I am using C# and XNA (also MonoGame for other platforms than Windows) to create a game in 2D. ...
1
vote
2answers
335 views

XNA 4.0, Combining model draw calls

I have the following problem: The levels in my game are made up of a Large Quantity of small Models and because of that I am experiencing frame rate problems. I already did some research and came to ...
1
vote
2answers
203 views

Is 2 lines of push/pop code for each pre-draw-state too many?

I'm trying to simplify vector graphics management in XNA; currently by incorporating state preservation. 2X lines of push/pop code for X states feels like too many, and it just feels wrong to have 2 ...
0
votes
1answer
306 views

XNA Multisampling only for 3D

I am working on a game which consists of 3D elements and a 2D GUI. I have it working properly, but I want to enable multisampling for only the 3D parts, and not the 2D Textures. Otherwise, the GUI ...
8
votes
3answers
604 views

What is the state of the art at shipping game graphics such as lots of small BMP files?

We have lots of small BMP files which I think would be easier to copy if we had them combined in a big TAR/ZIP/whatever. What is the state of the art at shipping game graphics? We are using C# and ...
11
votes
4answers
3k views

How to deal with arbitrarily large images in 2D games?

Question When you have a 2D game that uses really large images (larger than your hardware can support), what do you do? Maybe there's some interesting solution to this problem that never occured to ...
4
votes
1answer
2k views

How do I create a CPU read/write buffer in SlimDX (what are the legal combinations of Usage and CPUAccess flags)?

Currently, I create a vertex buffer in SlimDX like so: SlimDX.Direct3D11.BufferDescription Description = new SlimDX.Direct3D11.BufferDescription(); Description.BindFlags = ...
4
votes
2answers
1k views

Bitmap font rendering, UV generation and vertex placement [closed]

I am generating a bitmap, however, I am not sure on how to render the UV's and placement. I had a thread like this once before, but it was too loosely worded as to what I was looking to do. What I am ...