| bio | website | califergames.com |
|---|---|---|
| location | Salt Lake City, UT | |
| age | 32 | |
| visits | member for | 1 year, 10 months |
| seen | Apr 30 at 22:36 | |
| stats | profile views | 12 |
I like to make games or programs that I think will be useful. I also speak Japanese.
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4h |
awarded | Popular Question |
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Apr 18 |
awarded | Teacher |
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Jan 26 |
comment |
How to get smooth circular input from a thumbstick in XNA? Thanks for the information about the MadCatz returning 1,1 in the corners. I read your article but it mainly just says to use GamePadDeadZone.Circular for multidirectional games. I state in my question that I am already using GamePadDeadZone.Circular. |
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Jan 25 |
accepted | How to get smooth circular input from a thumbstick in XNA? |
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Jan 25 |
comment |
How to get smooth circular input from a thumbstick in XNA? Holy crap, you're totally right! All the funky stuff happening is because of stuff I added before I knew about GamePadDeadZone.Circular. Removed all that and it worked like a charm. I feel so dumb. >_< |
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Jan 25 |
asked | How to get smooth circular input from a thumbstick in XNA? |
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Jul 13 |
awarded | Supporter |
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Jul 13 |
accepted | Using a Viewpoint and a RenderTarget2D in XNA |
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Jul 13 |
answered | Using a Viewpoint and a RenderTarget2D in XNA |
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Jul 6 |
awarded | Editor |
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Jul 6 |
revised |
Using a Viewpoint and a RenderTarget2D in XNA added 67 characters in body |
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Jul 6 |
comment |
Using a Viewpoint and a RenderTarget2D in XNA Some additional info. Commenting out the following lines gives me a centered view. GraphicsDevice.SetRenderTarget(rendertarget); GraphicsDevice.SetRenderTarget(null); spriteBatch.Draw(rendertarget, Vector2.Zero, Color.White); And it also makes the background viewport actually be black, as it should be. As it is now, I'm getting a blue-ish background. |
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Jul 6 |
asked | Using a Viewpoint and a RenderTarget2D in XNA |
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Jul 6 |
awarded | Scholar |
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Jul 6 |
accepted | Using a shader messes up my alpha in XNA |
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Jul 6 |
comment |
Using a shader messes up my alpha in XNA Sorry for the late response. Post-process was exactly what I needed! |
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Jul 2 |
comment |
Using a shader messes up my alpha in XNA Thanks for the advice! What is the difference (code-wise) between a regular shader like I'm using and a post-process pixel shader? Is it simply that I only run it when I'm displaying the render target after everything's been drawn to it? Also, I was under the impression that changing gamma wasn't available in XNA 4.0. Is there a way that you know of? |
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Jul 1 |
awarded | Student |
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Jul 1 |
asked | Using a shader messes up my alpha in XNA |
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Jul 1 |
awarded | Autobiographer |