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MatsK

Rendering on top of textures

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Right, I made a topic about this before, but never seemed to get any answers that were helping my situation.
I've been experimenting in a tool I made, and eventually found out that one of the reasons rendering wasn't working correctly in my client was because when done between a call to SpriteBatch.Begin() and SpriteBatch.End(), meshes end up being transparent.
I fixed this in the client, but meshes were still rendered transparently!
So after messing about some more in the tool I made, it would appear as though having SpriteBatch.Being() and SpriteBatch.End() in the drawingloop at all seems to fuck up rendering... does anyone have any ideas?
And going to XNA 4.0 isn't an option, because XNA 4.0 doesn't support loading BMPs from memory.

Correctly formatted source listing

[color="#0000ff"][color="#0000ff"]using
System;
using System.Collections.Generic;
using
System.ComponentModel;
using System.Data;
using System.Drawing;
using
System.Text;
using System.Windows.Forms;
using System.IO;
using XNA =
Microsoft.Xna.Framework;
using Microsoft.Xna.Framework;
using
Microsoft.Xna.Framework.Graphics;
using Microsoft.Win32;


namespace XNAWinForms
{
///
<summary>
/// Windows form that inherits from
XNAWinForms and adds the rendering of a simple rotating
triangle
///
/// Author: Iñaki
Ayucar (http://graphicdna.blogspot.com)

/// Date: 14/11/2007
///
/// This
software is distributed "for free" for any non-commercial usage. The software is
provided “as-is.”
/// You bear the risk of using it. The
contributors give no express warranties, guarantees or
conditions.
/// </summary>

public partial class Form1 : XNAWinForm

{
private Outfit
m_CurrentOutfit;
private
Appearance m_CurrentAppearance;


private Skeleton m_Skeleton;
//Defaults to 'adult.skel' unless we are dealing with a dog or
cat.
private Mesh
m_CurrentMesh;
private Texture2D
m_Tex;
bool m_LoadComplete =
false;


private float mRotation =
0f;
private Matrix mViewMat,
mWorldMat, mProjectionMat;
private
BasicEffect mSimpleEffect;


private
VertexPositionNormalTexture[] m_NormVerticies;


private SpriteBatch
m_SBatch;
private Texture2D
m_BackgroundTex;


///
<summary>
///

///
</summary>
public
Form1()

{

InitializeComponent();



this.DeviceResetting += new
XNAWinForm.EmptyEventHandler(mWinForm_DeviceResetting);

this.DeviceReset += new
XNAWinForm.GraphicsDeviceDelegate(mWinForm_DeviceReset);

this.OnFrameRender += new
XNAWinForm.GraphicsDeviceDelegate(mWinForm_OnFrameRender);

this.OnFrameMove += new GraphicsDeviceDelegate(Form1_OnFrameMove);


mViewMat =
mWorldMat = mProjectionMat = Matrix.Identity;


//Check
for the existence of TSO on the user's machine, and get the correct
installation-path.

RegistryKey softwareKey =
Registry.LocalMachine.OpenSubKey("SOFTWARE");

if (Array.Exists(softwareKey.GetSubKeyNames(), delegate(string s) { return
s.CompareTo("Maxis") == 0;
}))

{

RegistryKey maxisKey =
softwareKey.OpenSubKey("Maxis");

if (Array.Exists(maxisKey.GetSubKeyNames(), delegate(string s) { return
s.CompareTo("The Sims Online") == 0;
}))

{

RegistryKey tsoKey = maxisKey.OpenSubKey("The Sims
Online");

string installDir =
(string)tsoKey.GetValue("InstallDir");

installDir += "\\TSOClient\\";

GlobalSettings.Default.StartupPath =
installDir;

}

else

{

MessageBox.Show("Error TSO was not found on your
system.");

Application.Exit();



//TODO: Let user select path
manually...

}

}

else

{

MessageBox.Show("Error: No Maxis products were found on your
system.");

Application.Exit();

}


foreach
(KeyValuePair<ulong, string> Pair in
ContentManager.Resources)

{

if
(Pair.Value.Contains(".po"))

LstHeads.Items.Add(Pair.Value);

}


m_Skeleton
= new Skeleton(ContentManager.GetResourceFromLongID(0x100000005));



LstHeads.SelectedIndexChanged += new
EventHandler(LstHeads_SelectedIndexChanged);

}


///
<summary>
/// User clicked
on an item in the list containing available heads and
bodies.
///
</summary>
private void
LstHeads_SelectedIndexChanged(object sender, EventArgs
e)

{

foreach(KeyValuePair<ulong, string> Pair in

ContentManager.Resources)

{

if ((string)LstHeads.SelectedItem ==
Pair.Value)

{

PurchasableObject PO = new
PurchasableObject(ContentManager.GetResourceFromLongID(Pair.Key));



m_CurrentOutfit = new
Outfit(ContentManager.GetResourceFromLongID(PO.OutfitID));

m_CurrentAppearance = new
Appearance(

ContentManager.GetResourceFromLongID(m_CurrentOutfit.LightAppearanceID));



List<Binding> Bindings = new List<Binding>();



foreach (ulong BindingID in
m_CurrentAppearance.BindingIDs)

Bindings.Add(new Binding(ContentManager.GetResourceFromLongID(BindingID)));



m_Tex = Texture2D.FromFile(this.Device, new
MemoryStream(

ContentManager.GetResourceFromLongID(Bindings[0].TextureAssetID)));



m_CurrentMesh = new
Mesh(ContentManager.GetResourceFromLongID(Bindings[0].MeshAssetID));

LoadMesh(m_CurrentMesh);



//The file selected was most likely a body-mesh, so apply the adult skeleton to
it.

if
(Pair.Value.Contains("bodies"))

{

foreach (Bone Bne in
m_Skeleton.Bones)

{

VertexPositionNormalTexture[] TransformedVerticies =


new VertexPositionNormalTexture[m_CurrentMesh.VertexCount];



foreach (BoneBinding Bnd in
m_CurrentMesh.BoneBindings)

{

if (Bne.ID ==
Bnd.BoneIndex)

{

int Counter = 0;



if (Bnd.FirstVertex !=
-1)

{

for (int i = Bnd.FirstVertex; i < Bnd.VertexCount;
i++)

{

Vector3 TransformedVector =
Vector3.Transform(

m_NormVerticies.Position, new
Quaternion(Bne.Quaternions[0],

Bne.Quaternions[1], Bne.Quaternions[2],
Bne.Quaternions[3]));

TransformedVerticies[Counter].Position = TransformedVector;



//I think these should be transformed as
well.

Vector3 TransformedNormal =
Vector3.Transform(

m_NormVerticies.Normal, new
Quaternion(Bne.Quaternions[0],

Bne.Quaternions[1], Bne.Quaternions[2],
Bne.Quaternions[3]));

TransformedNormal.Normalize();

TransformedVerticies[Counter].Normal = TransformedNormal;



//But you never need to blend the 2d texture coordinates, they are always
the

//same. i.e. some mesh vertices straddle two bones, so they are the weighted


//average of a the vertex attached to one bone, and the vertex attached to the


//other bone. But the texture coordinate of that blended vertex always


//comes from the original, and is not blended.


/*Vector2 TransformedUV =
Vector2.Transform(m_NormVerticies.TextureCoordinate,

new Quaternion(Bne.Quaternions[0], Bne.Quaternions[1],
Bne.Quaternions[2],

Bne.Quaternions[3]));

TransformedVerticies[Counter].TextureCoordinate = TransformedUV;*/



if (m_CurrentMesh.BlendCount >
0)

{

for (int j = Bnd.FirstBlendedVert; j < Bnd.BlendedVertexCount;
j++)

{

m_CurrentMesh.Blend(TransformedVerticies[m_CurrentMesh.Blends[j].OtherVertexIndex].Position,

TransformedVerticies[j +
m_CurrentMesh.TexVertexCount].Position,
ref TransformedVerticies[m_CurrentMesh.Blends[j].OtherVertexIndex], Bne.Quaternions[3]);

}

}



m_NormVerticies = TransformedVerticies[Counter];



Counter++;

}

}

}

}

}

}



m_LoadComplete =
true;

}

}
}


///
<summary>
///

///
</summary>
/// <param
name="pDevice"></param>

private void Form1_OnFrameMove(Microsoft.Xna.Framework.Graphics.GraphicsDevice
pDevice)

{

mRotation +=
0.05f;

this.mWorldMat =
Matrix.CreateRotationY(mRotation);

}
///
<summary>
///

///
</summary>
/// <param
name="pDevice"></param>

private void mWinForm_OnFrameRender(GraphicsDevice
pDevice)

{

m_SBatch.Begin();



m_SBatch.Draw(m_BackgroundTex, new Microsoft.Xna.Framework.Rectangle(0, 0,
m_BackgroundTex.Width,

m_BackgroundTex.Height), Microsoft.Xna.Framework.Graphics.Color.White);



m_SBatch.End();



Device.RenderState.DepthBufferEnable =
true;

Device.RenderState.DepthBufferWriteEnable =
true;

Device.RenderState.AlphaBlendEnable = false;


//
Configure
effect

mSimpleEffect.World =
this.mWorldMat;

mSimpleEffect.View =
this.mViewMat;

mSimpleEffect.Projection = this.mProjectionMat;


if (m_Tex
!= null)

{

mSimpleEffect.Texture =
m_Tex;

mSimpleEffect.TextureEnabled = true;



mSimpleEffect.EnableDefaultLighting();

}



mSimpleEffect.CommitChanges();


//
Draw

mSimpleEffect.Begin();

mSimpleEffect.Techniques[0].Passes[0].Begin();


if
(m_NormVerticies !=
null)

{

if
(m_LoadComplete)

{

foreach (Face Fce in
m_CurrentMesh.Faces)

{

VertexPositionNormalTexture[] Vertex = new
VertexPositionNormalTexture[3];

Vertex[0] =
m_NormVerticies[Fce.AVertexIndex];

Vertex[1] =
m_NormVerticies[Fce.BVertexIndex];

Vertex[2] = m_NormVerticies[Fce.CVertexIndex];



Vertex[0].TextureCoordinate =
m_NormVerticies[Fce.AVertexIndex].TextureCoordinate;

Vertex[1].TextureCoordinate =
m_NormVerticies[Fce.BVertexIndex].TextureCoordinate;

Vertex[2].TextureCoordinate =
m_NormVerticies[Fce.CVertexIndex].TextureCoordinate;



pDevice.DrawUserPrimitives<VertexPositionNormalTexture>(PrimitiveType.TriangleList,

Vertex, 0,
1);

}

}
}



mSimpleEffect.Techniques[0].Passes[0].End();

mSimpleEffect.End();
}


private DepthStencilBuffer
CreateDepthStencil(RenderTarget2D
target)

{
return
new DepthStencilBuffer(target.GraphicsDevice,
target.Width,

target.Height,
target.GraphicsDevice.DepthStencilBuffer.Format,

target.MultiSampleType,
target.MultiSampleQuality);
}


///
<summary>
///

///
</summary>
/// <param
name="pDevice"></param>

private void mWinForm_DeviceReset(GraphicsDevice
pDevice)

{
//
Re-Create
effect

mSimpleEffect = new BasicEffect(pDevice, null);


//
Configure
device

pDevice.VertexDeclaration = new VertexDeclaration(pDevice,
VertexPositionNormalTexture.VertexElements);

//Should this be set to another
setting?

pDevice.RenderState.CullMode = CullMode.None;


// Create
camera and projection
matrix

mWorldMat =
Matrix.Identity;

mViewMat = Matrix.CreateLookAt(Vector3.Right * 5,Vector3.Zero,
Vector3.Forward);

mProjectionMat = Matrix.CreatePerspectiveFieldOfView(MathHelper.Pi /
4.0f,

(float)pDevice.PresentationParameters.BackBufferWidth /
(float)pDevice.PresentationParameters.BackBufferHeight,

1.0f, 100.0f);


m_SBatch =
new
SpriteBatch(Device);

m_BackgroundTex = Texture2D.FromFile(Device, File.Open("sims-online-1.jpg",
FileMode.Open));

}
///
<summary>
///

///
</summary>
private void
mWinForm_DeviceResetting()

{
//
Dispose
all
if
(mSimpleEffect !=
null)

mSimpleEffect.Dispose();
}


private void
openToolStripMenuItem_Click(object sender, EventArgs
e)

{

OpenFileDialog OpenFDiag = new
OpenFileDialog();

OpenFDiag.Filter = "Mesh
file|*.mesh";

OpenFDiag.Title = "Select a mesh to open...";


if
(OpenFDiag.ShowDialog() ==
DialogResult.OK)

{

m_CurrentMesh = new
Mesh(OpenFDiag.FileName);

LoadMesh(m_CurrentMesh);



string TextureName = OpenFDiag.FileName.Replace("meshes",
"textures").Replace("mesh",
"jpg").

Replace("fah", "").Replace("fa", "falgt").Replace("-head-head", "");



m_Tex = Texture2D.FromFile(this.Device,
TextureName);

m_LoadComplete =
true;

}
}


private void LoadMesh(Mesh
MeshToLoad)

{

m_NormVerticies = new VertexPositionNormalTexture[MeshToLoad.VertexCount];


for (int i
= 0; i < MeshToLoad.VertexCount;
i++)

{

m_NormVerticies = new
VertexPositionNormalTexture();

m_NormVerticies.Position.X = MeshToLoad.VertexData[i,
0];

m_NormVerticies.Position.Y = MeshToLoad.VertexData[i,
1];

m_NormVerticies.Position.Z = MeshToLoad.VertexData[i,
2];

m_NormVerticies.Normal.X = MeshToLoad.VertexData[i,
3];

m_NormVerticies.Normal.Y = MeshToLoad.VertexData[i,
4];

m_NormVerticies.Normal.Z = MeshToLoad.VertexData[i, 5];




//Not really sure why this is important, but I think it has something to
do

//with being able to see the
texture.

//m_NormVerticies.Normal.Normalize();

}


for (int i
= 0; i < MeshToLoad.TexVertexCount;
i++)

{

m_NormVerticies.TextureCoordinate.X = MeshToLoad.TextureVertData[i,
1];

m_NormVerticies.TextureCoordinate.Y = MeshToLoad.TextureVertData[i,
2];

}
}
private void
exitToolStripMenuItem_Click(object sender, EventArgs
e)

{

Application.Exit();

}
}
}

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Hi,


So after messing about some more in the tool I made, it would appear as though having SpriteBatch.Being() and SpriteBatch.End() in the drawingloop at all seems to fuck up rendering... does anyone have any ideas?

If the sprite batch messes up your rendering it’s perhaps because spriteBatch.Begin() changes render states. If that’s your problem, you can resolve it by telling the spriteBatch to restore all states at spriteBatch.End(). Have you tried that? You can do it by using the SaveState flag:
spriteBatch.Begin(SpriteBlendMode.AlphaBlend, SpriteSortMode.BackToFront, SaveStateMode.SaveState);
You could also check in PIX whether all render states are set as you expect.

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Ok, so now I've been doing that, but I realize that it messes up the GUI (the GUI doesn't seem to want to redraw itself!!)
I tried not using the SaveStates flag and spawning 3D-rendering in a separate thread, but the rendering ends up exactly the way it was in the main thread.
The funny thing is that the redraw-problem doesn't seem to occur until after I've started 3D-rendering. Until then, the GUI draws and updates fine.

Here's my "Game1.cs" file:


/*The contents of this file are subject to the Mozilla Public License Version 1.1
(the "License"); you may not use this file except in compliance with the
License. You may obtain a copy of the License at http://www.mozilla.org/MPL/
Software distributed under the License is distributed on an "AS IS" basis,
WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License for
the specific language governing rights and limitations under the License.
The Original Code is the TSO LoginServer.
The Initial Developer of the Original Code is
Mats 'Afr0' Vederhus. All Rights Reserved.
Contributor(s):
*/
using System;
using System.Collections.Generic;
using System.IO;
using System.Windows.Forms;
using System.Threading;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;
using TSOClient;
using TSOClient.LUI;
using TSOClient.Network;
using TSOClient.ThreeD;
using SimsLib.FAR3;
using LogThis;
using NAudio.Wave;
using Un4seen.Bass;
using Microsoft.Win32;
namespace TSOClient
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
public ScreenManager ScreenMgr;
public SceneManager SceneMgr;
private Dictionary<int, string> m_TextDict = new Dictionary<int, string>();
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
Log.UseSensibleDefaults();
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
protected override void Initialize()
{
// TODO: Add your initialization logic here
graphics.PreferredBackBufferWidth = 800;
graphics.PreferredBackBufferHeight = 600;
GraphicsDevice.VertexDeclaration = new VertexDeclaration(GraphicsDevice,
VertexPositionNormalTexture.VertexElements);
GraphicsDevice.RenderState.CullMode = CullMode.None;
BassNet.Registration("afr088@hotmail.com", "2X3163018312422");
Bass.BASS_Init(-1, 8000, BASSInit.BASS_DEVICE_DEFAULT, IntPtr.Zero, System.Guid.Empty);
this.IsMouseVisible = true;
//Might want to reconsider this...
this.IsFixedTimeStep = false;
graphics.SynchronizeWithVerticalRetrace = false;
//InitLoginNotify - 65 bytes
//NetworkClient.RegisterLoginPacketID(0x01, 65);
NetworkClient.RegisterLoginPacketID(0x01, 2);
//LoginFailResponse - 2 bytes
NetworkClient.RegisterLoginPacketID(0x02, 2);
//LoginSuccessResponse - 33 bytes
NetworkClient.RegisterLoginPacketID(0x04, 33);
NetworkClient.RegisterLoginPacketID(0x05, 0);
//This should ideally be stored in the Windows Registry...
RegistryKey softwareKey = Registry.LocalMachine.OpenSubKey("SOFTWARE");
if (Array.Exists(softwareKey.GetSubKeyNames(), delegate(string s) { return s.CompareTo("Maxis") == 0; }))
{
RegistryKey maxisKey = softwareKey.OpenSubKey("Maxis");
if (Array.Exists(maxisKey.GetSubKeyNames(), delegate(string s) { return s.CompareTo("The Sims Online") == 0; }))
{
RegistryKey tsoKey = maxisKey.OpenSubKey("The Sims Online");
string installDir = (string)tsoKey.GetValue("InstallDir");
installDir += "\\TSOClient\\";
GlobalSettings.Default.StartupPath = installDir;
}
else
MessageBox.Show("Error TSO was not found on your system.");
}
else
MessageBox.Show("Error: No Maxis products were found on your system.");

//GlobalSettings.Default.StartupPath = "C:\\Program Files\\Maxis\\The Sims Online\\TSOClient\\";
base.Initialize();
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
// TODO: use this.Content to load your game content here
int Channel = Bass.BASS_StreamCreateFile("Sounds\\BUTTON.WAV", 0, 0, BASSFlag.BASS_DEFAULT);
UISounds.AddSound(new UISound(0x01, Channel));
ScreenMgr = new ScreenManager(this, Content.Load<SpriteFont>("ComicSans"),
Content.Load<SpriteFont>("ComicSansSmall"));
SceneMgr = new SceneManager(this);
ThreadPool.QueueUserWorkItem(new WaitCallback(Draw3D));
//Make the screenmanager, scenemanager and the startup path globally available to all Lua scripts.
LuaInterfaceManager.ExportObject("ScreenManager", ScreenMgr);
LuaInterfaceManager.ExportObject("ThreeDManager", SceneMgr);
LuaInterfaceManager.ExportObject("StartupPath", GlobalSettings.Default.StartupPath);

//Read settings...
LuaFunctions.ReadSettings("gamedata\\settings\\settings.lua");
LoadStrings();
ScreenMgr.TextDict = m_TextDict;
ScreenMgr.LoadInitialScreen("gamedata\\luascripts\\login.lua");
//ScreenMgr.LoadInitialScreen("gamedata\\luascripts\\loading.lua");
//ContentManager.InitLoading(ScreenMgr);
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// all content.
/// </summary>
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
private float m_FPS = 0;
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
m_FPS = (float)(1 / gameTime.ElapsedGameTime.TotalSeconds);
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == Microsoft.Xna.Framework.Input.ButtonState.Pressed)
this.Exit();
// TODO: Add your update logic here
ScreenMgr.Update(gameTime);
SceneMgr.Update(gameTime);
base.Update(gameTime);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
base.Draw(gameTime);

GraphicsDevice.Clear(new Color(23, 23, 23));
//Deferred sorting seems to just work...
//NOTE: Using SaveStateMode.SaveState is IMPORTANT to make 3D rendering work properly!
spriteBatch.Begin(/*SpriteBlendMode.AlphaBlend, SpriteSortMode.Deferred, SaveStateMode.SaveState*/);
ScreenMgr.Draw(spriteBatch, m_FPS);
spriteBatch.End();
//SceneMgr.Draw();
}
private void Draw3D(object Obj)
{
while (true)
{
SceneMgr.Draw();
}
}
/// <summary>
/// Loads the correct set of strings based on the current language.
/// This method is a bit of a hack, but it works.
/// </summary>
private void LoadStrings()
{
string CurrentLang = GlobalSettings.Default.CurrentLang.ToLower();
LuaInterfaceManager.RunFileInThread("gamedata\\uitext\\luatext\\" +
CurrentLang + "\\" + CurrentLang + ".lua");
m_TextDict.Add(1, (string)LuaInterfaceManager.LuaVM["LoginName"]);
m_TextDict.Add(2, (string)LuaInterfaceManager.LuaVM["LoginPass"]);
m_TextDict.Add(3, (string)LuaInterfaceManager.LuaVM["Login"]);
m_TextDict.Add(4, (string)LuaInterfaceManager.LuaVM["Exit"]);
m_TextDict.Add(5, (string)LuaInterfaceManager.LuaVM["OverallProgress"]);
m_TextDict.Add(6, (string)LuaInterfaceManager.LuaVM["CurrentTask"]);
m_TextDict.Add(7, (string)LuaInterfaceManager.LuaVM["InfoPopup1"]);
m_TextDict.Add(8, (string)LuaInterfaceManager.LuaVM["PersonSelectionCaption"]);
m_TextDict.Add(9, (string)LuaInterfaceManager.LuaVM["TimeStart"]);
m_TextDict.Add(10, (string)LuaInterfaceManager.LuaVM["PersonSelectionEditCaption"]);
m_TextDict.Add(11, (string)LuaInterfaceManager.LuaVM["CreateASim"]);
m_TextDict.Add(12, (string)LuaInterfaceManager.LuaVM["RetireASim"]);
//Loading strings
m_TextDict.Add(13, (string)LuaInterfaceManager.LuaVM["LoadText1"]);
m_TextDict.Add(14, (string)LuaInterfaceManager.LuaVM["LoadText2"]);
m_TextDict.Add(15, (string)LuaInterfaceManager.LuaVM["LoadText3"]);
m_TextDict.Add(16, (string)LuaInterfaceManager.LuaVM["LoadText4"]);
m_TextDict.Add(17, (string)LuaInterfaceManager.LuaVM["LoadText5"]);
m_TextDict.Add(18, (string)LuaInterfaceManager.LuaVM["LoadText6"]);
m_TextDict.Add(19, (string)LuaInterfaceManager.LuaVM["LoadText7"]);
m_TextDict.Add(20, (string)LuaInterfaceManager.LuaVM["LoadText8"]);
m_TextDict.Add(21, (string)LuaInterfaceManager.LuaVM["LoadText9"]);
m_TextDict.Add(22, (string)LuaInterfaceManager.LuaVM["LoadText10"]);
m_TextDict.Add(23, (string)LuaInterfaceManager.LuaVM["LoadText11"]);
}
}
}


Any ideas?

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Nevermind, I did some experiments and found that the problem must have been introduced earlier.

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