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Jun
16
answered How can I limit the movement angle of a Farseer joint?
Jun
16
comment Loading a stream/asset on Android MonoGame without ContentManager
This should probably be on Stack Overflow (or in Xamarin's forums). There's nothing especially game-specific going on here.
Jun
16
revised Loading a stream/asset on Android MonoGame without ContentManager
Fixed title and tags
Jun
16
comment Spritesheet filesize gets huge after compiling
@ClassicThunder Specifically, the XNB format has a compression mode that is basically equivalent to zipping the file. By default it is only turned on in release builds. The setting is in your game project properties (not the content project itself), under "Content Build".
Jun
16
comment How do I align the matrix used in SpriteBatch and the matrix used in BasicEffect?
@EmirLima Yes, but usually that is not the objective. The objective in most cases - including the OP's case - is to line up with screen pixels in the same way that SpriteBatch does. See the links in my answer for more details (and note, of course, this applies to XNA and DirectX 9, but not to DirectX 10 and OpenGL).
Jun
15
comment Tile textures on 3D models. HLSL shader code maybe?
This will only give the OP's desired effect if their model's UVs extend beyond the 0-1 range. To get tiling without modifying the model, you'd need to also multiply UVs in the pixel shader, to get them to the desired range.
Jun
15
comment Pixel-Perfect Collision With Rotation
Official tutorial: xbox.create.msdn.com/en-US/education/catalog/tutorial/…
Jun
14
comment How can I create a seesaw with Farseer Physics Engine?
World.RemoveJoint
Jun
14
answered How can I create a seesaw with Farseer Physics Engine?
Jun
12
revised XNA 4: RenderTarget2D textures getting transparent on fullscreen
Removed incorrect option
Jun
12
comment XNA 4: RenderTarget2D textures getting transparent on fullscreen
And option 1 is actually incorrect. It allows you to set the render target back onto the device without clearing it. It has nothing to do with content-lost and does not solve that problem. (I have taken the liberty of editing the answer to reflect this.)
Jun
12
comment XNA 4: RenderTarget2D textures getting transparent on fullscreen
Option 2 is slow if you do it every frame. It's reasonably fast if you do it once at start-up. Your exception is because you're using the API wrong (ask a new question if you need help). Option 3 requires a handler on every render target that doesn't get refreshed every frame.
Jun
9
revised Shifting from XNA/C# to C++?
added 17 characters in body
Jun
8
revised Rotation matrix for a 3D vector
deleted 484 characters in body
Jun
8
answered Rotation matrix for a 3D vector
Jun
2
comment XNA Guide text input - maximum length
Probably have to implement your own keyboard.
Jun
2
comment XNA Guide text input - maximum length
There doesn't seem to be a way to do this. What you see in the Guide class API is what you get.
May
31
comment Transparency in XNA-4 primitives
"Triangulation" usually implies working on concave shapes, given that convex shapes are trivial to triangulate. Generally you use a library to do the triangulation for you. A good library will handle polygons with holes correctly. Using quads is not really recommended - as they'll be converted to triangles anyway (quads are less efficient, less flexible). But using quads could be easier if you want a "quick and dirty" solution that doesn't depend on a third-party library.
May
31
comment Transparency in XNA-4 primitives
(It's worth pointing out that the solution you have linked - using a texture with the desired areas cut-out using alpha-testing - will also work. But it's a very different solution, and has a different set of tradeoffs for performance, visual quality and ease-of-use.)
May
31
comment RenderState in XNA 4
Here is the blog post that details the removal of the alpha test render state in XNA 4.0 (and the introduction of state objects). If alpha-testing is all you need, there is a built-in AlphaTestEffect that you can use.