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1

Simply draw your sprite before the call to GraphicsDevice.SetRenderTarget(null);


0

Your bouncing is caused by calculus imprecision, mixed with the time integration component. This kind of things happen with involvement of these components: contacts detection response impulses integration Point 1 we don't know who does it in your code. I guess some framework feature, the result of the contact information is given to you in the ...


7

I would imagine a custom pixel Shader for the SpriteBatch would be the fastest method here. Using something like this: // WARNING! UNTESTED CODE FOLLOWS void SpriteVertexShader(inout float4 color : COLOR0, inout float2 texCoord : TEXCOORD0, inout float4 position : POSITION0) { if (color == float4(1, 1, 0, 1) color = ...


0

Before you read this. This might only apply to 2D objects. I am a XNA user what i would suggest simply doing is if you can make a sprite sheet of the image you are merging constantly changing the position getting closer to the origin of the thing you are trying to merge and the end result would be merged. I do not know if you have any experience with ...


0

Ideally, what you want to do is set a breakpoint in visual studio, run your game as normal, and then start stepping through when you reach the breakpoint. You can then hit "continue" when you want the game to run again. There is no way to simultaneously step through step by step and also have the game running as normal. Another option is to print out ...


1

First draw your bubbles with basic shader to RenderTarget2D texture. Next draw sprites shat should be blured with custom shader and pass it as BlurMapTexture paramether. In this shader add sampler for blur map: texture BlurMapTexture; sampler2D blurMapSampler = sampler_state { Texture = (BlurMapTexture); MagFilter = Point; MinFilter = Point; ...


-2

I use a RenderTarget2D and then create a Texture2D out of that.


0

I really doubt that the depth Buffer is inaccurate, the issue is much more likely the the boxes are further than the far pane or your shader is calculating something incorrectly. Anyways XNA has built in functionality for generating a Depth Texture. RenderTarget2D shadowRenderTarget; shadowRenderTarget = new RenderTarget2D(GraphicsDevice, ...



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