Timeline for XNA Texture2D positioning problem
Current License: CC BY-SA 3.0
11 events
when toggle format | what | by | license | comment | |
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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;
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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
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Jun 18, 2013 at 15:36 | history | edited | CSMHowitzer | CC BY-SA 3.0 |
added 98 characters in body
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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
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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 |