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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. [quote name='laztrezort' timestamp='1341783713' post='4957036'] Just a guess, but maybe a look here might be in order: [url="http://blogs.msdn.com/b/shawnhar/archive/2010/06/18/spritebatch-and-renderstates-in-xna-game-studio-4-0.aspx"]http://blogs.msdn.co...studio-4-0.aspx[/url] [/quote] Thanx that helped[img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img]
  4. 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. [quote name='necro1895' timestamp='1341778072' post='4957006'] You copied the CODE but not the content like image files. Just drag and drop the image to your content project. Or click right mouse button on it and choose "add existing element". Pay attention to the LoadContent()-method.The relative path after Content.Load<Texture2D> has to be exactly the same as in your content-project. [/quote] 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. [quote name='necro1895' timestamp='1341756720' post='4956936'] You need to add the texture to your content-pipeline too. [/quote] 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: [url="http://create.msdn.com/en-US/education/catalog/sample/generated_geometry"]here[/url], 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][size=3][background=transparent]I used the following code to get the camera:[/background][/size][/font][/color] [CODE] 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}}); } } [/CODE] [color=#5A5A5A][font=tahoma, helvetica, arial, sans-serif][size=3][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 [img]http://forum.codecall.net/public/style_emoticons/default/vbmodern/set1/scared.gif[/img] [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][/size][/font][/color]
  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?