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Timeline for XNA Texture2D positioning problem

Current License: CC BY-SA 3.0

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Jun 24, 2013 at 17:23 vote accept CSMHowitzer
Jun 19, 2013 at 17:56 answer added CSMHowitzer timeline score: 0
Jun 18, 2013 at 16:04 answer added Blau timeline score: 0
Jun 18, 2013 at 15:55 comment added CSMHowitzer ahhhhhh. I see my issue now. My normal for the y coord was calculated by (pointx / pointz) which is the same as the normal for the x coord. It was a syntax problem. var pointnormx = pointx / pointz; var pointnormy = pointx / pointz; should've been: var pointnormx = pointx / pointz; var pointnormy = pointy / pointz;
Jun 18, 2013 at 15:46 history edited CSMHowitzer CC BY-SA 3.0
added some more code of what's going on, and a link to a picture of the issue
Jun 18, 2013 at 15:36 history edited CSMHowitzer CC BY-SA 3.0
added 98 characters in body
Jun 18, 2013 at 15:31 comment added CSMHowitzer @Katana314, I'm not using the Matrix class at all if that's what you're hinting at. One thing that i'm doing is I'm taking my joints in 3D space and converting them to 2D so that I can get pixel coordinates of the joint on the screen. That code is like this (I'll add it to the question)
Jun 18, 2013 at 15:27 history edited CSMHowitzer CC BY-SA 3.0
added 98 characters in body
Jun 18, 2013 at 13:35 comment added ClassicThunder Also its a whole lot easier to debug graphical issues when there are images of whats occuring.
Jun 18, 2013 at 13:31 comment added Katana314 I don't think we could find your problem just from the two lines of code you've posted. Is it possible you have some matrix-manipulation math somewhere that's not being cleaned up properly? It's possible just from the graphics device being in an unexpected state, that it would draw a sprite differently.
Jun 18, 2013 at 13:24 history asked CSMHowitzer CC BY-SA 3.0