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location Atlanta, GA
age 28
visits member for 2 years, 7 months
seen Jul 26 at 15:09

Dec
9
awarded  Yearling
Aug
30
revised Items failing to cast as Image Items in GLEED2D
edited body
Aug
30
answered Items failing to cast as Image Items in GLEED2D
Aug
30
comment Items failing to cast as Image Items in GLEED2D
Downcasting can't turn an object into something that it isn't. It can turn a variable of type Base into a variable of type Derived, but only if the object referenced by the variable is actually of type Derived.
Aug
28
comment Items failing to cast as Image Items in GLEED2D
item as ImageItem returns null because item is not an ImageItem. What leads you to believe otherwise? When you hover over the variable in the debugger, what type does it claim to be?
Aug
16
answered XNA & HLSL - rendering a model with its original materials (colors)
Jun
12
comment How to optimize SpriteBatch usage?
You are incorrect in your assertion that using multiple textures has no significant performance implications: every single texture change requires a new batch, equivalent to calling End()/Begin(). It's just done internally by XNA, rather than requiring you to do it explicitly.
Jun
1
comment How can I acheive a smooth 2D lighting effect?
Generally speaking you should avoid switching back and forth between render targets and the backbuffer. Render targets-including the backbuffer itself!-are automatically cleared to purple whenever you set them as the active target. Draw your lighting target before switching to the backbuffer to draw the tiles. You can create render targets with the PreserveContents flag in situations where you need to ensure that they aren't reset, but preserving the contents of the backbuffer is a little bit trickier.
Jun
1
comment How can I acheive a smooth 2D lighting effect?
I have significantly revised my answer to provide an alternative technique for accomplishing the same effect.
Jun
1
awarded  Editor
Jun
1
revised How can I acheive a smooth 2D lighting effect?
added 2339 characters in body
May
30
awarded  Commentator
May
30
comment How can I acheive a smooth 2D lighting effect?
Although, in this case, it's worth pointing out that your lightmap should probably be cleared to either white or black, those being full light and complete darkness, respectively.
May
30
comment How can I acheive a smooth 2D lighting effect?
After setting your render target on the device, call device.Clear(Color.Transparent);
May
30
answered How can I acheive a smooth 2D lighting effect?
Apr
26
comment In DirectX 11, batching primitives for performance, how does this actually work?
Oh, I apologize. Looks like I'm the one that misconstrued you. :)
Apr
25
comment In DirectX 11, batching primitives for performance, how does this actually work?
I'm not sure how what I wrote could be construed to mean that. I explained the benefit of manually transforming batched primitives because it is a concept which is important for game developers to understand. I absolutely did not "dismiss" anything; hardware instancing is very probably the correct solution to this problem. But pointing someone to a solution without explaining the core issues involved, or in this case why the Microsoft documentation said what it did, is not something I consider helpful to anybody.
Apr
25
comment In DirectX 11, batching primitives for performance, how does this actually work?
What makes you think that hardware transformation is the only benefit of rendering on the GPU? The GPU is still going to be faster at drawing the sprites, as well as having more functionality. For that matter, what makes you think that you only need to render sprites in a sprite-based game? Even a 3D game needs a 2D interface.
Apr
25
answered In DirectX 11, batching primitives for performance, how does this actually work?
Apr
25
awarded  Nice Answer