It sounds like you'll have to use instancing then.
With instancing you can also specify positions/orientations/scales/colors. I'm not sure what you mean by blending colors with neighboring cubes though. That could get hairy with instancing depending on what you're trying to do.
If you decide to go with the geometry shader you'll need to pass in a position/color vertex. The geometry shader would then build the cube from the position and assign that color to all of the vertices. Compared to instancing it still seems like a lot of redundant work. I hate the thought of a cube being built hundreds of times a frame for no reason, heh.
Could you explain what you mean by blending the colors together?
- Viewing Profile: Posts: DementedCarrot
Awesome job so far everyone! Please give us your feedback on how our article efforts are going. We still need more finished articles for our May contest theme: Remake the Classics
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In Topic: Fast rendering of cubes at points
18 June 2012 - 01:25 PM
In Topic: Multiple Render Targets Crash
05 June 2012 - 11:10 PM
I'm not setting blend states at all, so I guess that's out.
Also the debug device reveals nothing.
To clarify further: It's crashing the video drivers, and not the program. After the driver crash and the recovery it continues to run. It only draws black screens though.
Also the debug device reveals nothing.
To clarify further: It's crashing the video drivers, and not the program. After the driver crash and the recovery it continues to run. It only draws black screens though.
In Topic: Isometric Tile Map - Drawing
30 May 2012 - 03:10 PM
Can you give us a screenshot of what it's doing wrong?
In Topic: Constant Buffers in Pixel Shader
30 May 2012 - 01:01 AM
'Doh.
I'm still in Effect framework withdrawal.
I'm still in Effect framework withdrawal.
In Topic: coordinate system conversion
18 May 2012 - 03:01 PM
If I'm reading this right, I think you have your concepts mixed up.
XNA doesn't necessarily follow a specific coordinate system, but for 99% of all examples on the internet the "XNA" coordinate system is a cartesian coordinate system. A cartesian coordinate system is simply a coordinate system where the X/Y/Z coordinates define locations along the cardinal directions (generally) right/up/forward. I recommend you give http://en.wikipedia....ordinate_system a glance.
Even so, I recommend against defining the origin around your camera. Assuming your camera moves, you won't want to constantly redefine the locations of every object in the world in relation to your camera. That code would be harder and much less efficient. I also recommend you look for a basic introduction to vector math and matrix transformations.
Edit: Also, are the lines you mention straight or wrapped around the planet? If they are wrapped, you are talking about a polar coordinate system.
XNA doesn't necessarily follow a specific coordinate system, but for 99% of all examples on the internet the "XNA" coordinate system is a cartesian coordinate system. A cartesian coordinate system is simply a coordinate system where the X/Y/Z coordinates define locations along the cardinal directions (generally) right/up/forward. I recommend you give http://en.wikipedia....ordinate_system a glance.
Even so, I recommend against defining the origin around your camera. Assuming your camera moves, you won't want to constantly redefine the locations of every object in the world in relation to your camera. That code would be harder and much less efficient. I also recommend you look for a basic introduction to vector math and matrix transformations.
Edit: Also, are the lines you mention straight or wrapped around the planet? If they are wrapped, you are talking about a polar coordinate system.
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