Tagged Questions
0
votes
1answer
97 views
How to update “dynamicVertexBuffer” correctly with “setdata” on XNA?
I developed a small 3d games xna and uses a "DynamicVertexBuffer" and "DynamicIndexBuffer" to store and draw my vertices. Everything works fine, but my problem is the "Update" function where I update ...
0
votes
1answer
94 views
XNA doesn't sometimes draw 3D models properly [closed]
I am developing an 3D platformer game with XNA framework and I am experimenting some errors in drawing. Here is some images of the errors, that appears in 3D models and in planes:
In the first ...
-1
votes
2answers
142 views
Draw 60,000 cubic with DrawUserPrimitives on xna with only 20 fps-buffer problem?
I'm working on a minecraft style games on xna. I know it is not easy to draw a lot of cube with a good ratio of fps. I use the method "DrawUserPrimitive" with a buffer to draw a floor 250X250 cubes. ...
0
votes
2answers
137 views
Is it only possible to display 64k vertices on the monitor with 16bit?
I did the first 3D tutorial over at riemers.net and stumbled upon that my graphic card only supports Shader 2.0 (Reach profile in XNA) which means I can only use Int16 to store the indices (triangle ...
5
votes
1answer
564 views
Memory allocation strategy for the vertex buffers (DirectX 10/11)
I'm writing a CAD system. I have a 3D scene and there are many different objects (walls, doors, windows and so on). The user can add or delete objects.
The question is: How do I keep track of all the ...
4
votes
1answer
333 views
Per-vertex position/normal and per-index texture coordinate
In my game, I have a mesh with a vertex buffer and index buffer up and running. The vertex buffer stores a Vector3 for the position and a Vector2 for the UV coordinate for each vertex. The index ...
2
votes
1answer
797 views
How can I draw multiple vertexbuffers with indices?
I'm using to types of vertices.
For the triangles:
0 Vector3 Position,
12 Color Color,
16 Vector3 Normal
For the lines:
0 Vector3 Position,
12 Color Color
I setup a vertex buffer for each ...