Reputation
4,959
Top tag
Next privilege 5,000 Rep.
Approve tag wiki edits
Badges
1 11 22
Newest
 Yearling
Impact
~196k people reached

Mar
25
comment Can't use the hardware scissor any more, should I use the stencil buffer or manually clip sprites?
Or you can do an intermediate render-to-texture of your control with scissoring enabled and then draw the resulting texture with the corresponding rotation to the screen.
Mar
20
comment Shadow-mapping xna
@KurtRicci your model must have a texture applied.
Mar
9
comment How to get the texture coordinate of a neighbouring pixel for a blur shader?
Yes, you are already doing it. I was warning you in case you wanted to change it.
Mar
9
answered How to get the texture coordinate of a neighbouring pixel for a blur shader?
Feb
23
comment Texture in model not rendered by BasicEffect
Are you setting any lighting values to your model?
Feb
11
answered Drawing a line from a random coordinate through a given point
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.