Search:

Type: Posts; User: Shingetsu Kurai

Search: Search took 0.01 seconds.

  1. Replies
    9
    Views
    4,426

    And here we go... After more extensive searching...

    And here we go... After more extensive searching I found the problem. I use spritebatch to draw in GUI (for now debug coords and angle values)
    It turns DepthBuffer off. And DepthBuffer is the part...
  2. Replies
    9
    Views
    4,426

    Done both, simply add a field to Triangle with...

    Done both, simply add a field to Triangle<T> with a float value containing the distance, this way I don't have to calculate it in IsTriangleVisible and during the sorting -> it's calced during...
  3. Replies
    9
    Views
    4,426

    This is the code for IsTriangleVisible: ...

    This is the code for IsTriangleVisible:

    private static bool IsTriangleVisible(Triangle<Vertex> check, SharpCamera camera = null)
    {
    if (camera != null)
    Camera...
  4. Replies
    9
    Views
    4,426

    Thanks both of you. Now my answer. 1. Nope, XNA...

    Thanks both of you. Now my answer.
    1. Nope, XNA only passes the vertices and indices to the shader, and IDK how to make HLSL calculate obscurity yet (I don't think it can since it processes one...
  5. Replies
    9
    Views
    4,426

    Optimization of an algorithm

    Hello all, as a mod hinted me, the Game Programming forum is mainly for C/C++, so I'll post here from now on.
    I'm making a game library in C#.NET for XNA, and I've encountered the problem that in...
Results 1 to 5 of 5