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#Actualderrace

Posted 23 November 2012 - 12:56 PM

Argh, turns out when my engine is running at 1x (default resolution) the shader works perfectly, any scale of that (including the default XNA's graphics.ToggleFullScreen();) stuffs it up =\.

I am passing a transformation matrix into my spriteBtach.Begin method to scale my playable window by X amount, as well as using it for my camera + parallax effect.

It appears that the translation or scale operations are messing up my pixel shader?


I need help, badly now =(

#2derrace

Posted 23 November 2012 - 12:48 PM

Argh, turns out when my engine is running at 1x (default resolution) the shader works perfectly, any scale of that (including the default XNA's graphics.ToggleFullScreen();) stuffs it up =\.

I am passing a transformation matrix into my spriteBtach.Begin method to scale my playable window by X amount, as well as using it for my camera + parallax effect.

It appears that the translation or scale operations are messing up my pixel shader?

http://blogs.msdn.com/b/shawnhar/archive/2010/04/05/spritebatch-and-custom-shaders-in-xna-game-studio-4-0.aspx

Not sure if it's relevant, but it looks like you can combine the 2 and pass it into your spritebatch...

Thoughts?


I need help, badly now =(

#1derrace

Posted 23 November 2012 - 12:33 PM

Argh, turns out when my engine is running at 1x (default resolution) the shader works perfectly, any scale of that (including the default XNA's graphics.ToggleFullScreen();) stuffs it up =\.

I need help, badly now =(

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