XNa C# visibility priority

This is a discussion on XNa C# visibility priority within the Game Programming forums, part of the General Programming Boards category; Hello again all! Right now I'm making a library for XNA on C#.NET (if I ever finish it it will ...

  1. #1
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    XNa C# visibility priority

    Hello again all!
    Right now I'm making a library for XNA on C#.NET (if I ever finish it it will be made accessible, I got boss camera class which is worth it alone ). And I ran into this problem... I was capable of rendering a cube well enough, all sides correct etc... But when I tried to render multiple, some were cubes were visible through others!

    I'm using a lighting effect with color, so VertexColorPositionNormal.

    Color is determined in this way:
    Code:
    for(int i=0; i<VertexColl.Count; i++)
    {
    VertexColl[i] = Color.FromNonPremultiplied(new Vector4(VertexColl[i].Position, 1));
    }
    I tried giving the alpha component a 255 byte valye, but as I thought it didn't change much. It's 11:40 pm and I'll probably post the example tomorrow.

  2. #2
    Super Moderator VirtualAce's Avatar
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    Aug 2001
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    This forum is primarily for game programming in C++. Perhaps that is b/c this is a C/C++ programming forum. Just a thought.

  3. #3
    ATH0 quzah's Avatar
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    It looks like you are both blissfully unaware of the C# Programming forum here.


    Quzah.
    Hope is the first step on the road to disappointment.

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