Ive been trying different ways to create a ray method that gives me back whatever texture is on a mesh by using the xna triangle picking sample as a starting point, but theres just one last thing I ...
I need to cast a ray in 2D space for bullet collision detection, but the Ray.Intersects method requires a BoundingBox which uses vector3's not vector2's. My question is should I just ignore the Z ...
I am creating the MC like terrain engine, and I have thought that lighting would make it look a whole lot nicer.The problem is that the blocks are not being lit properly when a block which emits light ...
I have the following code: Vector3 nearSource = new Vector3(mState.X, mState.Y, 0.0f); Vector3 farSource = new Vector3(mState.X, mState.Y, 3.0f); Vector3 nearPoint = ...