4,830 reputation
1821
bio website portfolio.r2d2rigo.es
location Madrid, Spain
age 27
visits member for 3 years, 9 months
seen 11 hours ago

Game Programmer at Weekend Game Studios.


Feb
11
answered Shader and Custom Vertex Format Errors
Feb
7
awarded  xna
Jan
31
comment CLR Profiler Allocated Bytes and XNA ContentManager
Perhaps is a bug of the API you are using. Try a small test with MonoGame and see if it still happens.
Jan
31
answered Why is the background image less smooth on the phone?
Jan
11
comment A comparison of graphics libraries and their respective programming languages
You can use DirectX and OpenGL with C# via SlimDX and OpenTK, respectively.
Jan
11
awarded  Enlightened
Jan
11
awarded  Nice Answer
Jan
8
awarded  Nice Answer
Jan
3
answered image editor to create texture atlas
Jan
3
awarded  Fanatic
Dec
25
answered Alpha blending not rendering properly XNA 4.0
Dec
21
comment Shader issues when creating projection using CreateOrthographicOffCenter instead of CreateOrthographic
You CreateOrthographic and CreateOrthographicOffCenter calls are equivalent, but the rotations applied aren't the same.
Dec
21
answered What is the point of this hard-coded vector when calculating luminance in glow/bloom effects?
Dec
20
comment How exactly does XNA's SpriteBatch work?
@ClassicThunder: yes, that's the behaviour of SpriteSortMode.Immediate.
Dec
18
comment Is using XNA title storage for level/config files a Bad Idea?
@RavenDreamer: the Content Pipeline is only useful when you have data that requires heavy processing and you want to offload that task to the compiler, so you can directly load the result at runtime. Keep in mind that you can create your own Content Processor to serialize those kind of files into binary data and speed up the reading process - no need to manually deserialize via XmlReader/XDocument/JSONReader. And yes, regular I/O isn't a problem, as long as you always use relative paths to keep your app portable.
Dec
18
comment Is using XNA title storage for level/config files a Bad Idea?
@DavidGouveia: TitleContainer just packs a handful of operations to automatically parse the path and make it relative to the assembly's root directory. OpenStream returns a FileStream too, but it's always opened in read mode.
Dec
18
comment How exactly does XNA's SpriteBatch work?
@Den: ExEn and MonoGame are lower-level APIs that allow XNA code run in non-Windows platform. The project I'm working on is a component-based engine purely written in C#, but we need a very thin layer to provide access to system APIs (that's where I'm working on). We just chose to reimplement SpriteBatch for convenience. And yes, it requires MonoTouch/MonoDroid since it's all C#!
Dec
18
comment How exactly does XNA's SpriteBatch work?
@DavidGouveia: 2048 sprites is the max batch size - edited the answer and added it for convenience. Yes, sorting by texture and letting the z-buffer take care of sprite ordering would use the minimum draw calls. If you need it, try implementing SpriteSortMode.Texture to draw in whatever order you want and let the SpriteBatch do the sorting.
Dec
18
revised How exactly does XNA's SpriteBatch work?
added 41 characters in body
Dec
18
answered Is using XNA title storage for level/config files a Bad Idea?