Tagged Questions
-1
votes
1answer
43 views
Creating and drawing models efficiently
As I am learning the basics of game programming (in xna), I want to start creating simple 3d models and draw them (I'm already able to draw, control and animate them).
I want to create the following: ...
2
votes
1answer
96 views
xna model scaling - model is bigger than world
I'm having trouble scaling my model in XNA with C#. The model is bigger than the world itself and I can't seem to scale it down. Below is the code I'm using and an attached screenshot. How can I scale ...
0
votes
0answers
50 views
XNA ModelMesh.Draw vs GraphicsDevice.DrawIndexedPrimitives
I am using XNA 4.0 and I wonder if drawing models with multiple meshes is better by filling the vertex and index buffers first and calling GraphicsDevice.DrawIndexedPrimitives() or by simply using ...
0
votes
1answer
94 views
XNA & HLSL - rendering a model with its original materials (colors)
I am currently trying to code my own HLSL effect file, in order to render an FBX model I made with Autodesk maya, and to which I have applied some materials (colors).
before trying to write an effect ...
0
votes
3answers
121 views
Rendering models over other models
I was wondering if there's anyway to render models over other 3D models regardless of their position? Kind of like how it works in 2D graphics, you set a render order and it renders them based on that ...
0
votes
0answers
44 views
XNA HLSL no model textures
I am using XNA and HLSL to render all the models in my game, so far there is only one, a flashlight. My flashlight model is a .fbx file type, and it loads the model in the game perfectly fine. ...
3
votes
1answer
117 views
XNA 4.0 - Why does using a RenderTarget2d cause transparency on models?
I have been working through Riemers ShadowMap tutorial and everything was going well until the section on drawing to a separate rendertarget. I am using a different model and quads but I assumed the ...
0
votes
1answer
82 views
Texture not carrying over to game correctly?
I have created my map for my game using 3DS Max. I have then applied textures to the map within 3DS Max, where the textures all show correctly. I export the map as a .fbx file to use within an XNA ...
0
votes
1answer
109 views
Changing textures on a Model messes up antialiasing? (XNA)
Here is a code sample:
blockModel = game.Content.Load<Model>("Models/Cubes/Cube"); //this is a .fbx file, made in blender
absoluteBlockTransforms = new ...
-2
votes
1answer
369 views
How to draw millions of cubes without idle , model instancing in XNA?
I work for a project in the style of game "Minecraft".
I started using the "Model Instancing" in order to generate a large number of cubes possessing an identical model.
So far so good.
My problem is ...
2
votes
1answer
214 views
Sketchup model renders wrong in XNA
My XNA model renders wrong.
It should render like that:
But it renders like that:
The background doesn't matter. It's just the model that renders wrong.
Here is the drawing code:
protected ...
3
votes
1answer
262 views
How rotate a 3D cube at its center XNA?
I try to rotate a 3D cube on itself from its center, not the edge.
Here is my code used.
public rotatemyCube()
{
...
Matrix newTransform = Matrix.CreateScale(scale) * ...
2
votes
1answer
109 views
XNA partially extending the content pipeline using a ModelContent
I am trying to extend XNA's content pipeline in order to import a model in .obj format (a very simple and text-based format, see here for details). Writing a full extension library seems like an ...
1
vote
0answers
108 views
BasicEffect and SkinnedEffect treating WorldViewProj differently?
I made a ModelBatch class that batches and draw rigged/unanimated and skinned/animated models. For now, BasicEffect is assigned to rigged models (XNA Model Processor) and SkinnedEffect is assigned to ...
1
vote
0answers
188 views
How to draw a large number of model (identical) with vertex buffer in XNA?
I am facing a problem that many developers as have probably found a solution.
I have a small project with a floor designed with small cubes (100X100).
If I exceed this limit, my game suffered major ...