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Member Since 26 Mar 2013
Offline Last Active Today, 02:31 PM

Posts I've Made

In Topic: What is this artifact in my shadow map?

17 May 2016 - 11:19 AM

Two thoughts come to mind.


Have you tried playing around with the bias? Tweaking it until the issue is not visible on the geometry?

Also, are you using a nullified Sampler State, or did you specify a clamped sampler?


Marcus Hansen

In Topic: XNA Width And Height Problem

06 May 2016 - 11:32 AM

To further elaborate on nscu121978's answer.


"If you request a back-buffer resolution that is not supported by the output device, the XNA Framework automatically selects the highest resolution supported by the output device. For example, if a graphics back buffer with a resolution of 1920×1080 (1080p or 1080i) is created and displayed on a device with 480i resolution, the back buffer automatically is resized to 480i."




This is verbatim from the MSDN website on the use of preferredBackBufferWidth & Height.

Also, it seems there's a general consensus that the ApplyChanges Method should only be called within the update method of your game class, not entirely sure that it matters, but it's worth a shot.


Marcus Hansen

In Topic: triangle culling in close proximity to other triangles?

29 April 2016 - 07:04 AM

At first I ruled out Depth Buffer issue, because as Hodge mentioned, Depth testing occurs at a per pixel level, not a per primitive level, so back face culling shouldn't be involved. 

However, in the picture you just posted I do see what seems to be Z Fighting on your last rock.


A few questions,


1. Can we see your depth buffer creation code, preferably all the way up to you bind it to the Output Merger. 


2. Are the Rock Models completely perpendicular to the ground model, or is the camera pitched at a 45d (0.78 in radians), or is the camera looking straight down the Y-Axis?


Marcus Hansen

In Topic: triangle culling in close proximity to other triangles?

28 April 2016 - 04:43 AM



haha, it would probably help if I knew what I was looking at ;)


But have you ruled out the possibility of inverted normals on the mesh, with BF culling that would certainly create the issue of triangles not appearing...


Marcus Hansen

In Topic: Best Laptop for Game Development and Programming?

25 April 2016 - 10:43 AM



I'm posting this only because, (based on my skimming of it) offers pretty decent advice.


It all boils down to what type of games your planning on making, and that being said, no matter what games you plan on making, avoid laptops 

whose chipsets ONLY offer an Intel Integrated GPU solution.


I have horror stories about the half-baked drivers Intel pushes out for those things, Iris may be different (And not entirely sure if Iris has made it's way to PCs, or is an exclusive to MAC machines, I'd have to check), but I wouldn't bank on it.



Newegg would be a good place to start. But insofar as dedicated gpu solutions in laptops, i'm not on the up, and up on the scene, but usually dedicated GPUs are

terrible for battery life, and can drain laptops within a couple of hours maybe far less depending on the load. This is why laptops usually come with a Intel Integrated Solution

as well as a dedicated solution, an AMD equivalent could be an AMD APU, and a dedicated Radeon co-processor.


This IC topology on the motherboard allows you to effectively toggle between two different modes. Battery Saver (In the class room, or in the office) falling back to the onboard acceleration, or High-Perfomance mode when it falls back to the dedicated solution.


If anybody feels the need to correct me, go for it. I haven't been on the laptop scene in awhile, just speaking off of memory.


EDIT: Frob's advise is much better than mine. Certain instructors I had at NIU wouldn't even let you bring in your own laptop. Even for certain CS courses.