| bio | website | |
|---|---|---|
| location | ||
| age | ||
| visits | member for | 5 months |
| seen | 21 hours ago | |
| stats | profile views | 15 |
|
21h |
comment |
How should I setup my minecraft-like world rendering for the best performance? You would only need to update the index buffer if you are updating the block. When the block changes, update the Vertex and Index buffer, send it to the card, then forget it until one of those two blocks (or ideally, any block in that chunk) is updated again. |
|
May 11 |
comment |
XNA spritebatch.Draw: Which part gets colored by the color parameter? This is right. Trying to colour transparency is the problem. No matter what colour you make it, it's going to be invisible. |
|
Apr 30 |
comment |
Why spritebatch.Draw shows blank output? msdn.microsoft.com/en-us/library/… has the answer as to what the difference is. Essentially ClientBounds.X is in screen space, not window. |
|
Apr 30 |
answered | 2D Scrolling Background on XNA |
|
Apr 28 |
awarded | Citizen Patrol |
|
Apr 28 |
comment |
creating arcball in cocos 3d Agreed. OP needs to do more research into Arcball control. |
|
Apr 28 |
comment |
XNA Camera Positioning All Wrong Screenshots? Also, have you got a projection matrix set up with CreatePerspectiveFieldOfView(...) This needs to be set when you adjust the camera too. |
|
Apr 28 |
comment |
How to add a feel of depth? It's just as supported in XNA as it is in Monogame... And I also recommend parallax scrolling. |
|
Apr 10 |
comment |
How to remove floating terrain when generated with 3D Perlin Noise? @Loren: That's perfectly fine though. As long as the engine lets you address chunks by full index, it would work with no issue. |
|
Apr 8 |
comment |
How can I efficiently store Vertex data in C#/XNA? 11mil cubes is 90mil vertexes, which at 16 bytes each is your 1.2GB amount. If you remove occluded vertices, or combine faces, you drop this figure gigantically. In a perfect, fully filled block, you would only ever need 8 vertices, or 128bytes. |
|
Mar 25 |
comment |
Incorrect colour blending when using a pixel shader with XNA It sounds like a classic issue of not using (or using when you shouldn't) pre multiplied alpha values. |
|
Mar 25 |
comment |
How do I create a 3rd person camera? This first link riemers.net/eng/Tutorials/XNA/Csharp/Series2/Quaternions.php gets a camera behind an object and follows it. This second link riemers.net/eng/Tutorials/XNA/Csharp/Series2/Camera_delay.php makes it smoothy follow it. |
|
Mar 21 |
awarded | Analytical |
|
Jan 17 |
comment |
Protecting XNA Assets You've hit the only real answer yourself. Write a content importer and change the info you're saving. |
|
Jan 16 |
comment |
Cast ray to select block in voxel game Wouldn't work, with an angled forward vector it would be very possible to have a point before one part of a block, and the subsequent point after, missing the block. The only solution with this would be to reduce the size of the increment, but you'd have to get it so small as to make other algorithms far more effective. |
|
Jan 13 |
comment |
Creating Primitives and Model from Texture2D Xna 4.0 It's definitely doable, either before run time (Make a content processor that creates a Mesh) or at runtime (Much the same, or you can do something like what you're doing now). A problem you will have though is that you're doing a draw call for each region in the picture, which means you have about 500 ColorQuad regions before you're being bottlenecked. You should be taking all those vertices and making them a single buffer of triangles, and drawing an entire sprite (or hell, even and entire group of sprites) in one draw call. |
|
Dec 31 |
comment |
XNA 4.0 - Transparent 3D model ...backwards facing. This picture: arcsynthesis.org/gltut/Positioning/WindingOrder.svg shows clockwise winding order on the left, and counter on the right. Each cull mode will stop one of these tris from being drawn from the front. |
|
Dec 31 |
comment |
XNA 4.0 - Transparent 3D model I'd say (like both the above) that that is the problem, however this means that your video card is drawing twice as many polys as needed. XNA does culling backwards from a lot of other software, I can never remember whether it's Clockwise or CounterCW (CCW and CW from now on) but XNA is backwards. You have two options: 1: Tell XNA to set the rasterizerState to the opposite cullmode 2: Tell blender to export using the opposite winding order. Winding order is the order around a polygon that the vertices are exported or drawn, and this order is supposed to be synonymous with forwards or... |
|
Dec 31 |
awarded | Commentator |
|
Dec 31 |
comment |
Blending textures together, texture fade over / fade in 3: Roads would be a separate item in this case, drawn after all the multitexturing stuff which would control the colour of the ground. At least, that's one solution. I'm sure there's a multi-texturing solution out there for it, but that's out of scope here. First, get your fringe tiles happening. |