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Kurdur

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  1. I'm using the NormalMapProcessor from the SpriteEffects sample in my current project. Recently I've been forced to use the "Reach" graphics profile because of end-user limitations. This graphics profile requires that all textures are resized to 'Power of two' or the SamplerState.LinearClamp is used. However, when setting the SamplerState I still get the error that XNA Graphics Profile Reach requires 'power of two'-textures. This error ONLY happens at the exact point where I use the normalmapping from the SpriteEffects sample. How do I fix this??? Code for drawing the textures with normalmapping (the error occurs at spriteBatch_.End()): [CODE] // Draw Gold Chains normalmapEffect.Parameters["LightDirection"].SetValue(lightDirection); // Set the normalmap texture. graphics_.GraphicsDevice.Textures[1] = goldChainTextureNormalMap_; // Begin the sprite batch. spriteBatch_.Begin(0, null, SamplerState.LinearClamp, null, null, normalmapEffect); for (int n = 0; n < goldChains.Length; n++) { if (goldChains[n] != null) { if (goldChains[n].Enabled) goldChains[n].Draw(spriteBatch_, boardPosition, goldChainTexture_); } } spriteBatch_.End(); [/CODE] Code for the NormalMapProcessor: [CODE] #region Using Statements using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content.Pipeline; using Microsoft.Xna.Framework.Content.Pipeline.Graphics; using Microsoft.Xna.Framework.Graphics.PackedVector; #endregion namespace SpriteShaderPipeline { /// <summary> /// Custom content processor converts greyscale displacement bitmaps into /// normalmap format. In the source image, use black for pixels that are /// further away and white for ones that are bumped upward. The output /// texture contains three-component normal vectors. This processor works /// best if the source bitmap is slightly blurred. /// </summary> [ContentProcessor] public class NormalMapProcessor : ContentProcessor<TextureContent, TextureContent> { // Controls how extreme the output normalmap should be. const float bumpSize = 8f; /// <summary> /// Converts a greyscale displacement bitmap into normalmap format. /// </summary> public override TextureContent Process(TextureContent input, ContentProcessorContext context) { // Convert the input bitmap to Vector4 format, for ease of processing. input.ConvertBitmapType(typeof(PixelBitmapContent<Vector4>)); PixelBitmapContent<Vector4> bitmap; bitmap = (PixelBitmapContent<Vector4>)input.Faces[0][0]; // Calculate normalmap vectors. ConvertGreyToAlpha(bitmap); ConvertAlphaToNormals(bitmap); // Convert the result into NormalizedByte4 format. input.ConvertBitmapType(typeof(PixelBitmapContent<NormalizedByte4>)); return input; } /// <summary> /// Copies greyscale color information into the alpha channel. /// </summary> static void ConvertGreyToAlpha(PixelBitmapContent<Vector4> bitmap) { for (int y = 0; y < bitmap.Height; y++) { for (int x = 0; x < bitmap.Width; x++) { Vector4 value = bitmap.GetPixel(x, y); // Copy a greyscale version of the RGB data into the alpha channel. float greyscale = (value.X + value.Y + value.Z) / 3; value.W = greyscale; bitmap.SetPixel(x, y, value); } } } /// <summary> /// Using height data stored in the alpha channel, computes normalmap /// vectors and stores them in the RGB portion of the bitmap. /// </summary> static void ConvertAlphaToNormals(PixelBitmapContent<Vector4> bitmap) { for (int y = 0; y < bitmap.Height; y++) { for (int x = 0; x < bitmap.Width; x++) { // Look up the heights to either side of this pixel. float left = GetHeight(bitmap, x - 1, y); float right = GetHeight(bitmap, x + 1, y); float top = GetHeight(bitmap, x, y - 1); float bottom = GetHeight(bitmap, x, y + 1); // Compute gradient vectors, then cross them to get the normal. Vector3 dx = new Vector3(1, 0, (right - left) * bumpSize); Vector3 dy = new Vector3(0, 1, (bottom - top) * bumpSize); Vector3 normal = Vector3.Cross(dx, dy); normal.Normalize(); // Store the result. float alpha = GetHeight(bitmap, x, y); bitmap.SetPixel(x, y, new Vector4(normal, alpha)); } } } /// <summary> /// Helper for looking up height values from the bitmap alpha channel, /// clamping if the specified position is off the edge of the bitmap. /// </summary> static float GetHeight(PixelBitmapContent<Vector4> bitmap, int x, int y) { if (x < 0) { x = 0; } else if (x >= bitmap.Width) { x = bitmap.Width - 1; } if (y < 0) { y = 0; } else if (y >= bitmap.Height) { y = bitmap.Height - 1; } return bitmap.GetPixel(x, y).W; } } } [/CODE]
  2. Thanks for your ideas! Both solutions seems quite simple. However, I haven't used neither render targets nor created new textures using information from each pixel before. Can any of you help me by writing a small bit of code portraying the idea?
  3. Hi, I have some 2D textures, each of which I would like to cut a part out of using a sourceRect. The program would then rotate that part or flip it horisontally. The end result would be some new 2D textures that I can draw on the screen. Can someone guide me in the right direction? Thanks!