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Belos

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About Belos

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  1. Its very easy to check for axis-aligned in XNA using the BoundingBox.Intersect() but what about rotated rectangular prisms, and also the reactions , I have searched the internet for answers but no answers. any help??
  2. I have a created a windows game library to include the basic stuff of XNA so I don't have to write them again(like cameras). Every thing was working fine until I added a Map namespace with a MapReader class. every since then every class and namespace I add to the library flashes the error : Error 1 The type or namespace name 'namespace' does not exist in the namespace 'GameLibrary'. I do not understand the problem. Although there is a TextInput namespace that works fine.
  3. Belos

    Help with xna textures

    Thanx that helped
  4. Belos

    Help with xna textures

    Okay, I somehow discovered the source of the problem. Its because I used the spritebatch. I used the spritebatch to draw a spritefont(frame rate). When I stopped using it the texture rendered correctly. I do not understand how the spritebatch caused the texture of the terrain to not to render correctly.
  5. Belos

    Help with xna textures

    I have added the "rocks.bmp" to the Content. I did not see the texture because it is not displayed on the whole terrain but only on the edges.
  6. Belos

    Help with xna textures

    I copied exactly the code from the sample. So I think its already added.
  7. I am a beginner in xna, I started with terrains. I got the code from the apphub samples: here, The code works fine but when I copied it to my project the rocks.bmp texture doesn't loadon the map.
  8. [color=#5A5A5A][font=tahoma, helvetica, arial, sans-serif][background=transparent]I used the following code to get the camera:[/background][/font] Matrix3D Camera { get { Vector3D cameraZAxis = -this.LookDirection; cameraZAxis.Normalize(); Vector3D cameraXAxis = Vector3D.CrossProduct(this.UpDirection, cameraZAxis); cameraXAxis.Normalize(); Vector3D cameraYAxis = Vector3D.CrossProduct(cameraZAxis, cameraXAxis); Vector3D cameraPosition = (Vector3D)this.Position; double offsetX = -Vector3D.DotProduct(cameraXAxis, cameraPosition); double offsetY = -Vector3D.DotProduct(cameraYAxis, cameraPosition); double offsetZ = -Vector3D.DotProduct(cameraZAxis, cameraPosition); return new Matrix3D(new double[,]{{cameraXAxis.X, cameraYAxis.X, cameraZAxis.X, 0}, {cameraXAxis.Y, cameraYAxis.Y, cameraZAxis.Y, 0}, {cameraXAxis.Z, cameraYAxis.Z, cameraZAxis.Z, 0}, {offsetX, offsetY, offsetZ, 1}}); } } [color=#5A5A5A][font=tahoma, helvetica, arial, sans-serif][background=transparent][background=transparent]The default camera matrix is[/background] [background=transparent]{1,0,0,0},[/background] [background=transparent]{0,1,0,0},[/background] [background=transparent]{0,0,1,0},[/background] [background=transparent]{-100,0,0,1}[/background] [background=transparent]after I multiply the three matrices(the third is the model matrix) by the point and the resulting W in the point is very huge like -13000 [background=transparent]so I am very confused right now!![/background][/background] [background=transparent][background=transparent]the model matrix is[/background][/background] [background=transparent][background=transparent]{0,0,0,100}[/background][/background] [background=transparent][background=transparent]{0,0,0,100}[/background][/background] [background=transparent][background=transparent]{0,0,0,100}[/background][/background] [background=transparent][background=transparent]{0,0,0,1} [/background][/background] [background=transparent]Can you tell me where I have gone wrong?[/background] note: this is not xn[/background][/font]
  9. I have quite the trouble with the world, view, and projection matrices. I understand how the world matrix works, but I don't know how to implement it can you give an example? also for the perspective projection I use the following method: [source lang="csharp"] public static Matrix3D ProjectionMatrix(double angle, double aspect, double near, double far) { double size = near * Math.Tan(MathUtils.DegreeToRadian(angle) / 2.0); double left = -size, right = size, bottom = -size / aspect, top = size / aspect; Matrix3D m = new Matrix3D(new double[,] { {2*near/(right-left),0,(right + left)/(right - left),0}, {0,2*near/(top-bottom),(top+bottom)/(top-bottom),0}, {0,0,-(far+near)/(far-near),-(2 * far * near) / (far - near)}, {0,0,-1,0} }); return m; } [/source]is there anything wrong here? and the last question how do I use the camera matrix?
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