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...
Type: Posts; User: Shingetsu Kurai
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...
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...
This is the code for IsTriangleVisible:
private static bool IsTriangleVisible(Triangle<Vertex> check, SharpCamera camera = null)
{
if (camera != null)
Camera...
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...
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...