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Mar
3
awarded  Popular Question
Feb
5
comment How to correctly enable anti aliasing in XNA?
Also note that the default for MultiSampleAntiAlias is true, and it is true for the default RasterizerState for SpriteBatch.Begin. So in most circumstances you should not need to worry about it.
Feb
5
comment How to correctly enable anti aliasing in XNA?
See this answer about when to use ApplyChanges.
Feb
5
revised How to correctly enable anti aliasing in XNA?
deleted 42 characters in body
Jan
23
comment Drawing image with an angle
@Shiro DynamicVertexBuffer and VertexBuffer should behave the same, with one exception: DynamicVertexBuffer requires that you recreate the buffer on its ContentLost event (or when IsContentLost is true, or simply recreate it every frame before use). DynamicVertexBuffer performs better if you are changing its contents regularly. (SpriteBatch, for example, is built on top of a DynamicVertexBuffer.)
Jan
22
comment Drawing image with an angle
@Shiro Nothing great. Maybe try examining the code for roundline.codeplex.com - I think that uses it.
Jan
20
comment Drawing image with an angle
@Shiro Yes. For a particle system calling Begin for each particle is going to be horrible for performance. In your particular case you probably want to use a DynamicVertexBuffer to construct exactly the data you want (a full explanation is beyond the scope of a commment).
Jan
20
answered Drawing image with an angle
Jan
11
comment XNA texture garbage collection
It's worth pointing out that ContentManager is already basically a dictionary of strings to textures (and other resources).
Jan
6
comment XNA/Monogame inverting a BoundingBox
@SethBattin The subtlety is that the possible results of an intersection test are ternary (disjoint/intersects/contains), not binary. So applying a binary not operation might not give the desired result.
Jan
5
answered XNA/Monogame inverting a BoundingBox
Jan
1
comment MonoGame SetRenderTarget is wiping the backbuffer
@James No worries. Regarding your second comment there: You have to set PreserveContents on the backbuffer to avoid the clear of the backbuffer during SetRenderTarget(null). The code you have there only avoids the clear of the render target when you call SetRenderTarget(renderTarget).
Dec
29
answered MonoGame SetRenderTarget is wiping the backbuffer
Nov
23
answered Loading content into an Winforms/XNA Editor's content project
Nov
17
awarded  Nice Answer
Nov
17
answered How to find path in graph without crossing the walls?
Nov
8
awarded  Popular Question
Nov
6
awarded  Popular Question
Oct
24
answered c# Unity - Matrix output incorrect on vector rotation
Oct
20
comment How to move vertices of matrix in order to cast a 2d shadow?
You should probably post a picture that shows what you are trying to achieve. "Affine" is a category of transformations (including things like rotation, translation), whereas "skew" is a specific type of affine transformation. See this answer for a discussion of how to create a skew matrix.