| bio | website | dbyzero.com |
|---|---|---|
| location | France | |
| age | 30 | |
| visits | member for | 2 months |
| seen | Mar 7 at 8:49 | |
| stats | profile views | 4 |
I'm a dev, just a dev.
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Mar 5 |
accepted | How to set multiple times, in a single spritebatch, the same pixel shader parameter |
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Mar 5 |
comment |
How to set multiple times, in a single spritebatch, the same pixel shader parameter After our exchange by mail It works ! |
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Mar 4 |
comment |
How to set multiple times, in a single spritebatch, the same pixel shader parameter Thnaks a lot for your answer, I will check it this evening. |
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Mar 4 |
awarded | Supporter |
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Mar 4 |
awarded | Commentator |
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Mar 4 |
comment |
How to set multiple times, in a single spritebatch, the same pixel shader parameter I did a kind of in OpengGL with LWJGL, code my own renderer to have only one pass to draw all sprite. But spriteBatch have deferred renderer which make this already. I don't know if it can help me to make my own one. But an other param of draw function on spritebatch is Color params, I know that I can change this filter but how it works ? It's a shader ? If yes do you know how they change this to the pipeline renderer ? |
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Mar 4 |
comment |
How to set multiple times, in a single spritebatch, the same pixel shader parameter Thank for the answer, It works in immediate render but performance are horrible... I don't know yet how QuadRenderer can help me, where is it and how to build it. There is really no other method to pass a var in shader depending on object ? It looks like a big limitation so I think I didnt get it... |
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Mar 4 |
revised |
How to set multiple times, in a single spritebatch, the same pixel shader parameter edited body |
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Mar 4 |
comment |
How to set multiple times, in a single spritebatch, the same pixel shader parameter If end()/begin() my SpriteBatch it works but perf are lower of course. I'm sure there is an other way to do that... |
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Mar 4 |
comment |
How to set multiple times, in a single spritebatch, the same pixel shader parameter I try bind only one time on a variable in my code, same probleme, no change when I change C# variable. |
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Mar 4 |
comment |
How to set multiple times, in a single spritebatch, the same pixel shader parameter I try Scene.getInstance().ShaderEffect.Parameters["MyParameter"].GetValueVector4Array(1).SetValue(/*new random vector4*/,0); without success. |
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Mar 4 |
asked | How to set multiple times, in a single spritebatch, the same pixel shader parameter |
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Feb 26 |
accepted | Calculate new coords of camera after a 90 degree rotation in an isometric 2D projection |
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Feb 26 |
answered | Calculate new coords of camera after a 90 degree rotation in an isometric 2D projection |
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Feb 26 |
comment |
Calculate new coords of camera after a 90 degree rotation in an isometric 2D projection Ok, as you say it's better to make a new answer for the correct response. |
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Feb 25 |
comment |
Calculate new coords of camera after a 90 degree rotation in an isometric 2D projection I resolved my issue by calculating tile elligeable to be the center of the screen. Then, I pick up the nearest one of the camera and, after a rotation, I put it back to the middle of the screen. It's a quite easy like this but finally I have to calculate the tile in the center of my screen (because Z axis). |
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Feb 24 |
awarded | Scholar |
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Feb 24 |
comment |
Calculate new coords of camera after a 90 degree rotation in an isometric 2D projection I have rights now to add images so I put them. |
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Feb 24 |
awarded | Editor |
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Feb 24 |
revised |
Calculate new coords of camera after a 90 degree rotation in an isometric 2D projection added 273 characters in body |