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0

I think you are misinterpretting the result of setting the origin to (0.5f, 1). I did the same thing, and I got the expected results. Here's a modified version of the code I ran at this answer: Color[] colors = new Color[] { Color.White }; texture = new Texture2D(GraphicsDevice, 1, 1); texture.SetData<Color>(colors); spriteBatch.Draw(texture, new ...


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The Wikipedia entry you cite is correct - your image shows the characteristic pattern (the stripes) that indicates one of your calculations that is supposed to vary isn't, it's remaining constant - (the human mapping analog to this is the notion many people have that Greenland is the size of a continent, but that's another issue :-) ) Without seeing your ...


1

Which part gets colored and how can I control it? All of it and you can't unless you make your own shader. I have a rounded block and my goal is to have the center filled with a certain color chosen by that parameter. Tinting does not to solve this problem. What you want is making which was covered pretty thoroughly here.


2

What you would do in this case, is draw a colored rectangle behind this texture first, and then draw this texture on top of the colored texture. This is assuming the center portion of your graphic is transparent. SpriteBatch.Draw(BlankTexture, new Rectangle(Area, Of, Your, Texture), null, YourColor, 0, Vector2.Zero, SpriteEffects.None, 1); ...


0

Honestly, this is a solution in search of a problem. I can't see any benefits towards doing such a thing, and it doesn't seem like you can think of any either. Best just to take existing solutions and run with those. (and chances are "a new way of doing collision detection" will suck, when pretty damn smart people like the chipmunk physics and box2d devs are ...


1

From looking at your screenshot, I guess Ogre is using per-vertex lighting. This means it calculates the lighting only at the corners of your box, then it just blends (interpolates) across the box sides. When you look directly at a box side, all 4 corners are outside the narrow spotlight, so all 4 corners are black. One solution is to tesselate your box ...


2

Texture shaders actually does not exists on a GPU. They are just emulated in drivers. What it means is, that using them is very slow and you shouldn't use them in a real-time application like game. If you looking for clearing textures just use clear function. If you want to create texture procedurally i do recommend binding it as a rendertarget and using ...


0

I agree with the contract statements, but if I were you, I would use the original mesh as a base, then expand/improve/modify it to a point where it is no longer the same as it was but has helped you to save time when making the new model - the term for this is 'kit bashing' - creating a bunch of reusable assets that you re-use whenever you need a similar ...


1

In your cell class change Cell_texture to a byte Add 2 variables public static Texture2D Texture1; Tpublic staticexture2D Texture2; And your switching logic if (Keyboard.GetState().IsKeyDown(Keys.Enter)) { cell[X,Y].Cell_texture = 1; } And in your draw method if (cell[X,Y].Cell_texture == 0) //DRAW TEXTURE1 else (cell[X,Y].Cell_texture ...


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try this: Varibles: Texture2D tile1; Texture2D tile2; if (Keyboard.GetState().IsKeyDown(Keys.Enter)) { tile1 = tile2; }


0

Try to delete the photo texture of the visual studio and try again it happened to me im using a .fbx format and work fine the first time ill try it it give me and error when it read the texture so I delete it and it work fine also make sure you export option in 3dmax. hope it work for you xD.


9

It depends on the contractual agreement you have with your client. If they own all source art assets you create, then the safe answer is "no".


2

The industry standards for 3D modeling are tools such as Maya, 3D Studio Max, Softimage, Modo 601, Zbrush(sculpting), and Blender. Blender is free, while all of the others are quite expensive. Blender is not only a modeling, but animating and rendering suite with a programmable framework. It is a very good place to start, and has a great community. If you ...


13

Sounds like the scaling algorithm you're using isn't interpolating pixels. Pictures are best explained with pictures: It's the Major, first in full, then scaled down with Lanczos (left) and nearest-pixel (a.k.a. no interpolation) (right) to two sizes. The same comparison, in 3x magnified: Make sure the scaling you're using is resampling sensibly. For ...


0

This problem has been solved and it works now. This used to be a university project,but now it has been marked and returned I am free to share the entirety of it with you. This is 3D space invaders game, with a custom OBJ loader writing in Java, you can download it from this repo on GitHub: https://github.com/gambiting/Graphics_Project ...


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It was suggested that I try out nDo, which looks like it might do what I want. It's a PS plugin that works in both Windows and OSX so here's hoping :)


1

I'm pretty sure that's just happening because your UV map is spilling over into the black area of the texture. If you just bring your UVs in a bit it should work. Or you could just do it the lazy way (like me) and paint along the borders of the white/black area to make it impossible to read any background pixels, EG:


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I pursued the pyglet_obj_test solution further and got it working. So, to answer my own question, here's a complete example: Using Blender, create a mesh with a UV-mapped texture. The UV-mapping is important! If it is working properly, you will see the texture applied within Blender's 3d view. Export the mesh from Blender using the Wavefront format, ...


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There are many reasons why you may be getting those lines. I wrote a more detailed answer in here, but the bottom line is: Do not do atlasing and mipmapping at the same time. For 2D, in general, you don't want/need to do mipmapping. That's useful mostly in 3D where you don't know the size at which your textures will be rendered, but that's usually ...



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