7,174 reputation
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bio website scott-franks.com
location Washington, D.C.
age 24
visits member for 3 years, 10 months
seen 2 hours ago

Mar
2
comment Is sidescroller movement just offsetting the background?, MonoGame/XNA
david-gouveia.com/portfolio/…
Feb
26
reviewed Approve Unity PolygonCollider2D acts different on iOS Device
Feb
25
reviewed Reject How can you merge the geometries of cloned objects in Three.JS?
Feb
25
revised Changing the texture filtering methodology within the same SpriteBatch Begin/End pair
Added clarification to title and body from comments and fixed formatting.
Feb
25
comment Changing the texture filtering methodology within the same SpriteBatch Begin/End pair
@William'MindWorX'Mariager That works only if the sort mode is SpriteSortMode.Immediate.
Feb
25
answered Changing the texture filtering methodology within the same SpriteBatch Begin/End pair
Feb
25
comment Changing the texture filtering methodology within the same SpriteBatch Begin/End pair
Create a second SpriteBatch Begin/End combo...
Feb
25
comment Why are Texture2d arrays so expensive?
Does testTextureArray[i] reference the same texture that testTexture1 references? Anyway if you don't mind releasing the project with the test case I'm sure one of us can figure out what exactly is happening.
Feb
17
reviewed Approve Importing code from unityscripts
Feb
8
comment How to handle transparent pixels in a spritesheet
Is this a problem if the sprites are all the same size and aligned properly before the packing?
Feb
8
answered Clearing a libGDX pixmap
Feb
8
comment DynamicSoundEffectInstance get volume, pitch for each frame XNA
"I recorded the speech using the DynamicSoudnEffectInstance class" That makes no sense to me, from what I know you have to create the DynamicSoudnEffectInstance from an audio buffer, so that means you have the raw data to do with what you will already. If you are looking to do anything more than play back audio XNA isn't going to help you. Use one of the many .net libraries made for the purpose.
Feb
6
comment SpriteBatch passing textures to GPU
From my understanding the driver will not send the texture across if its already loaded into the GPU and it will stay loaded until displaced. So if you use 1 and only 1 texture it should be sent once and that is it. Leaving this as a comment because I'm not 100% sure so more knowledgeable users feel free to chime in.
Feb
5
comment Is there a way to scale a texture via GPU rather than by CPU?
Scaling via drawing to the Rendertarget using a sprite batch overload leverages the GPU. I don't think XNA has CPU scaling functionality built in. Very confused as to what you're asking.
Feb
4
revised How to correctly enable anti aliasing in XNA?
added 335 characters in body
Feb
4
answered How to correctly enable anti aliasing in XNA?
Jan
29
comment function of spriteBatch and Game1.draw method in XNA
github.com/flibitijibibo/FNA This is an port of XNA to SDL2 using an idential API.
Jan
29
comment function of spriteBatch and Game1.draw method in XNA
directxtk.codeplex.com This is basically a port of the XNA framework to C++ developed by authors of the origional XNA framework.
Jan
29
comment AssetBundles for sprites, or download the images from my server?
I would assume the AssetBundle is doing things like creating minimaps and has some metadata to store since it seems to manage the caching for you. You can use your debugger to drill into the specific instances though and view what data is stored. The documentation doesn't seem to go into adequate detail.
Jan
29
reviewed Approve Three.js: Lighting not calculating correctly on THREE.Geometry objects