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  • Don't forget, it's supposed to be fun!
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  • Software Renderer in 28 days
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  • Tachyon Wars
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  • Graphics Engine Development
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  • DudeMiester Speaks!
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  • Robot University -- a 2D DirectX Puzzle
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  • Digital adventures through the third dimension
  • Gnoblins - Development journal of an indie game
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  • Wilhelm's Journal
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  • True, False, Maybe
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Found 30 results

  1. Now I am making 2d game in my home. I am so confused with the resolution. Please anyone help me to choose the resolution
  2. Hello, I’m writing research paper on software rasterization algorithms and at one point I gave example of triangle rasterization algorithm. The algorithm is really basic. If the triangle is flat top or flat bottom it’s possible to determine the minimum and the maximum x values for each scan line using the equation of line for the edges. Then for each scan line fill the pixels between minimum x and maximum x values. If the triangle is of other kind it’s possible to split it to flat top and flat bottom triangles (finding the fourth vertex) and draw it using the previous algorithm. I need to cite a reference for this algorithm. I saw it in some book in the ‘90s and I can’t just write it without a reference. The problem is that I can’t remember where I saw it. I already tried to look at “Computer Graphics: Principles and Practice” but the only similar algorithm there is the polygon rasterization algorithm, which is over engineered for this kind of problem, same with "Computer Graphics: C Version". I also tried to look at “Black Art of 3D Game Programming”, which have similar algorithm but the algorithm that I saw was in another book and slightly different. Anyone know a book with this kind of algorithm? Any help is appreciated. Thanks.
  3. I was thinking about how to render multiple objects. Things like sprites, truck models, plane models, boats models, etc. And I'm not too sure about this process Let's say I have a vector of Models objects class Model { Matrix4 modelMat; VertexData vertices; Texture texture; Shader shader; }; Since each model has is own model matrix, as all models should, does this mean I now need to have 1 draw call per model? Because each model that needs to be drawn could change the MVP matrix used by the bound vertex shader. Meaning I have to keep updating/mapping the constant buffer my MVP matrix is stored in, which is used by the vertex shader Am I thinking about all of this wrong? Isn't this horribly inefficient?
  4. I've been attempting to write a Navier Stokes fluid simulation using the Cg language in Unity for a few times now with no luck. Every attempt has only resulted in a blank result. I don't really know how to fix the problem but from what I see, I think the problem might lie in the rendering-to-texture aspect and not the shader themselves so this question might be more Unity-related the shader-related. But just in case, I've read Chapter 38 from GPU Gems and while I don't understand the maths, I do understand the implementation of it. If I'm correct, the order for each timestep of the simulation is: 1. Advection 2. Force application 3. Projection (computing divergence, solving Poisson equations using Jacobi iterations, gradient subtraction) So there's that. Multiple shaders would be required for each step and I need to have multiple textures to represent the state of fluid such as velocity, density and pressure. Those states each need to have two textures to read and write to, so I can swap them around after each step has been outputted to the correct texture. I also need a temporary divergence texture and a texture to display the final result. My first question is, what format should my textures be in? I've heard that you should use RGBA floating-point textures for each one but I don't know if that's really the case. Now about the implementation. Like I've said before, I think all my shaders have been written properly as I've compared them to numerous sources including GPU Gems codes and it looks similar. My shaders are based on this three.js implementation and this one. I want my simulation to be setup so that the user can click on the screen to add 'ink' and drag the mouse around to 'add force and velocity' to it. While the second implementation is a working example of a Unity implementation, it's not setup to how I want it to be and the three.js implementation does exactly that. So I combined the Splat shader from the three.js implementation to my own project to achieve the 'add force' that I want but I'm not sure if it's working properly. I've attached my shaders below along with a Unity package file for those who have Unity. If my shaders have all been written properly, then the problem lies in how to actually display it. Currently, I'm just inputting a density texture into my Render shader to display it but it's giving me a blank result. I don't know if there's anything I had to do first before displaying the fluid so if anyone knows, please let me know. Shaders.zip FluidSimulation.unitypackage
  5. Hi again, thanks to the good advise from the guys on this thread https://www.gamedev.net/forums/topic/692174-opengl-2d-gui-system-question/?tab=comments#comment-5356606 thanks guys! I have my basic 2D GUI working now, buttons, windows/dialogs and sliders are working, now i want to port my scrollbox, listview controls to OpenGL, unfortunately i dont have an idea on how 'clipping' a rendered object works, in 2D canvas such as in 2D SDL or javascript canvas, what i did is for example on listview/listbox control, i draw all items in an offscreen canvas, and just Blit copy the visible area to screen based on the amount it was scrolled. Since i dont think OpenGL has the BlitBlk style of partial rendering a texture/canvas, how should i approach implementing a control such as listview control? Background, i want a 2D GUI control where there will be items inside (like a listview) that hides/clip when scrolled based on scroll value, any tips on how to do this on OpenGL?
  6. Hola estoy interesado en practicar y crear un sistema de pre cargado de texturas, así el juego que estoy desarrollando en vb6 utilizando Direcxt8 tiene un mayor rendimiento a la hora de cargar los gráficos de un mapa. ¿Pueden orientarme con temas acerca el tema? ¿Qué es lo que necesito saber? Gracias! Hi, I'm interested in practicing and creating a pre-loaded system of textures, so the game I'm developing in vb6 using Direcxt8 has a higher performance when loading graphics on a map. Can you guide me with topics on the subject? What do I need to know? Thank you!
  7. Hi can anyone give me hint how to write a shader for making an animation of a transparent sweep means a line moving about 180 degree on the screen the line.
  8. How do i open an image to use it as Texture2D information without D3DX11CreateShaderResourceViewFromFile? And how it works for different formats like (JPG, PNG, BMP, DDS, etc.)? I have an (512 x 512) image with font letters, also i have the position and texcoord of every letter. The main idea is that i want to obtain the image pixel info, use the position and texcoords to create a new texture with one letter and render it. Or am I wrong in something?
  9. hi i am new to opengl can someone here tell me how to render this 2d shape i want to make curve or arc in 2d in between two lines its a rough sketch i made i tried the internet but could not find much help beacuse their were no specific tutorials of making arcs or curves
  10. Hello Community, I wanted to seperate drawings - different "IDirect3DDevice9Ex" Devices for different purposes. The problem I have is that Device A is drawing the background and if I add Device B for drawing simple geometricts or even a simple line.. the background turns black but the line is drawn. So I dont really know how to configure device B that it only overwrite the pixels at e.g. destination of the line and not all pixels of device A. So what are the correct settings to archive the mentioned goal ? (D3DPRESENT_PARAMETERS, Present/Clear) ,greetings
  11. youtube link at 1:38 - 1:42, purple things (I think this is particle system) that come off from the moon. Someone else had decompiled the game in the past, and the assets shows that the dark blue area around the moon (after purple things come off) is just background image. So my assumption is that there are many of those 'purple things', that use additive blending to give different density of 'purpleness'. The details that I'm looking at are: As those purple things come off completely from the moon, it forms jagged shapes At the edge of those jagged shapes, color blends smoothly instead of sharp turn between purple and dark blue(I know how to do it with simple shapes, but in here, the jagged shape itself constantly changes) further from edge between dark blue and purple, at the light purple direction, the density of purple is nice and smooth I'm pretty familiar on animating objects by manipulating transform, but this one seems like a lot of color works with programatically created shapes, any idea? Here's a picture to clarify
  12. 2D Best API for 2D animations

    Hi, I'm making a program which displays simple 2D animations (think text and images scrolling over the screen) and I'm wondering what API would be best to use. Two important factors here are 1) being pixel perfect 2) never miss a frame, always 60 FPS. My target is primarily Windows (7 and newer) but being cross-platform would be a plus. I started with GDI (i e, the normal Windows thing) which is good from a pixel perfect perspective, but has a hard time reaching 60 FPS. I have started to look into OpenGL but I'm not sure it's the right choice w r t being pixel perfect. As for never missing a frame, would DirectX be better due to its swapchain feature? (Input lag is not an issue here so a few frames in-flight would not hurt.) I guess Vulkan is a bit overkill and the amount of machines not supporting Vulcan is a big minus at this point. What about web technologies such as WebGL (or 2D Canvas) + CEF (Chromium Embedded Framework)? If that is smooth enough, that would also be a very interesting option. What do you think?
  13. Hello there, I am new to the forum and in game development in general! I am currently building a simulator for some game, and I am having a few problems already, and I am using the libgdx framework. I have an isometric map drawn, where each tile is a spot that only one entity can be at. An entity can either move left, right or just forward in a straight line. Now this is what it looks at the moment: As you can see, my ship entity is located at 1,1. I want to start with adding a function that moves the ship in a straight line, so I need to move this ship to 1,2. So I have a Vector2 that represents the ship's position, I made a dummy one in the local class where it paints entities, and the map and it's set to isometric coordinates of 1,1: r = new TextureRegion(texture, location.getX(), location.getY(), location.getWidth(), location.getHeight()); local = new Vector2(getIsometricX(1,1, r), getIsometricY(1,1, r)); "r" is my texture region, which is my sprite image off the spritesheet. Now I have set a target position to 1,2: target = new Vector2(getIsometricX(1,2, r), getIsometricY(1,2, r)); So now my question is, how can I make that ship move to the target position? If i add 1 to x and y every tick, it will just move too much to the right. This is how I paint everything: @Override public void render() { batch.setProjectionMatrix(camera.combined); batch.begin(); // Render the map renderSeaBattle(); // Render ships renderEntities(); batch.end(); } And the map painting: private void renderSeaBattle() { // The map tiles GameTile[][] tiles = map.getTiles(); for (int i = 0; i < tiles.length; i++) { for(int j = 0; j < tiles[i].length; j++) { GameTile tile = tiles[i][j]; Texture texture = tile.getTexture(); int x = (i * GameTile.TILE_WIDTH / 2) - (j * GameTile.TILE_WIDTH / 2) -texture.getWidth() / 2; int y = (i * GameTile.TILE_HEIGHT / 2) + (j * GameTile.TILE_HEIGHT / 2) -texture.getHeight() / 2; batch.draw(texture, x, y); } } } And the entities: private void renderEntities() { batch.draw(r, local.x + location.getOffsetx(), local.y + location.getOffsety()); } location is an instance that contains the offset position for that specific sprite, because not all sprites are the same size, so to center it on the tile, each one has set offsetX and Y. And this is my coordinate conversion methods: public int getIsometricX(int x, int y, TextureRegion region) { return (x * GameTile.TILE_WIDTH / 2) - (y * GameTile.TILE_WIDTH / 2) - (region.getRegionWidth() / 2); } public int getIsometricY(int x, int y, TextureRegion region) { return (x * GameTile.TILE_HEIGHT / 2) + (y * GameTile.TILE_HEIGHT / 2) - (region.getRegionHeight() / 2); } After I do the straight line, how can I create left/right movements in curves? Thanks!
  14. Hello GameDev vets, I use to program when I was younger (few college courses as well) and as I got older I got away from it. I've now been really taking learning programming very serious. I bought Sam's Teach Yourself C++ to learn the newer stuff added to C++ and refresh myself of all the basics. I am looking for the next book to help me actually start on a simple rogue RPG. I wish I could find a book (recent date) that covers heavily DirectX12 or 11 and RPGs. Especially procedural generation and tiles. I assume my book on Isometric programming still has relevant ways of doing tiles. Can anyone help me pick out 2-3 books that will help make me a comfortable windows programmer. 3D is probably my LAST stop. I just would really enjoy non outdated books regarding 2D RPG games (and eventually 3D). But I am trying to go through the stages in a more practical way. Price is not really an issue. Any other sources are great as well. Thanks everyone! I have the following books: Sam's teach yourself C++(8th Edition) |Beginning C++ Game Programming by John Horton Beginning C++ Through Game Programming (4th Edition) by Michael Dawson Game Programming Patterns The Art of Game Design Level Up (Also own a kindle version of 2D programming by I forget who, it was great during its time) OLD OUTDATED BOOKS: Programming Role Playing Games with DX9 Programing Isometric Games with DX7 (maybe 9) Programming Multiplayer Games
  15. So the application itself is 2D and layered but I want to build the background bitmap from a Blender 3D model. When I make an appeal to Saint Google there seem to be an awful lot of ways of getting to the desired result. The process I have in mind is to do the following. Please comment on the practicality or otherwise of this approach. Use a background thread to: Load the model Create a 3D buffer for rendering into Render into the buffer Copy the 3D buffer to a 2D buffer somewhere The main loop will Blit? copy the 2D background to the backbuffer of the swap chain Overlay the background with various sprites Swap buffers Which leads to the following questions. What is the best option for exporting a Blender model for use by DirectX. Which API should I use to create a 3D buffer for rendering the model into? As it only gets rendered on scene changes, every 10-20 seconds, am I correct in assuming it shouldn't be part of the swap chain? In managing the background buffer is it best to, or must I, use a "dummy" device of some kind? How do I turn a 3D buffer into a 2D bitmap for load into the 2D swap chain? What is the best way to set up the 2D buffer so asto minimise the cost of the copy for every frame by the main loop?
  16. Hi there, I posted this to be resolved in SDL forums so Im gonna left here the link to original discussion https://discourse.libsdl.org/t/sdl-gl-swapwindow-is-not-working-for-me/22863 I don't want duplicate posts but I want reach the most people I be able to. Tell me If you think this is bad habits so I won't do again in advance. Thanks!
  17. I have a grow / shrink animation sequence. But for some reason the sprite does not scale smoothly. I did change the animation interval and disabled depth test but it did not fix this. What can be the reason behind this ? Does does have something to do with art asset that is used ? ScaleTo* zoom_in = ScaleTo::create(1, 1.5); ScaleTo* zoom_out = ScaleTo::create(1, 1); Sequence* anim = Sequence::create(zoom_in,zoom_out, NULL); RepeatForever *rep = RepeatForever::create(anim); rep->setTag(STATION_HIGHLIGHT_ANIMATION); station_image->runAction(rep); To others who might come here looking for a solution to this issue or something similar, I was able to fix this issue by enabling ‘CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL’ in ccConfig.h
  18. I googled around but are unable to find source code or details of implementation. What keywords should I search for this topic? Things I would like to know: A. How to ensure that partially covered pixels are rasterized? Apparently by expanding each triangle by 1 pixel or so, rasterization problem is almost solved. But it will result in an unindexable triangle list without tons of overlaps. Will it incur a large performance penalty? B. A-buffer like bitmask needs a read-modiry-write operation. How to ensure proper synchronizations in GLSL? GLSL seems to only allow int32 atomics on image. C. Is there some simple ways to estimate coverage on-the-fly? In case I am to draw 2D shapes onto an exisitng target: 1. A multi-pass whatever-buffer seems overkill. 2. Multisampling could cost a lot memory though all I need is better coverage. Besides, I have to blit twice, if draw target is not multisampled.
  19. Hi, I am writing a Windows multithreaded SDL 1.2 application, and am trying to fix a performance bug by process of elimination (graphics thread only wakes up once every 5 seconds for now). The bug is that when I move the mouse in circles, everything is fine for the first 50 seconds (smooth mouse movement and low CPU usage), and then the CPU usage spikes and the mouse starts to lag and skip rather than move smoothly. I am taking mouse input in the input thread as follows: while (SDL_WaitEvent(g_pEventData)) { ... SDL_Delay(10);//this was the recommendation i saw when researching perf issues } Windows Performance Analyzer tells me theres a large amount of CPU usage taken by KernelBase.dll!SleepEx which I THINK is called internally from SDL_WaitEvent in the loop above. Does anyone have an idea why the CPU usage suddenly spikes and performance lags after 50 seconds although I'm making the same circular mouse movements the whole time? Thanks.
  20. Hi, Not sure to post at the right place, if not, please forgive me... For a game project I am working on, I would like to implement a 2D starfield as a background. I do not want to deal with static tiles, since I plan to slowly animate the starfield. So, I am trying to figure out how to generate a random starfield for the entire map. I feel that using a uniform distribution for the stars will not do the trick. Instead I would like something similar to the screenshot below, taken from the game Star Wars: Empire At War (all credits to Lucasfilm, Disney, and so on...). Is there someone who could have an idea of a distribution which could result in such a starfield? Any insight would be appreciated
  21. Hello I get many errors from wxWidget classes and I don't know why. They don't make the program crash. Does somebody know, why wxWidget creates so many errors? Im using the newest stable version of wxWidget and I build the solution at my own. ..\..\src\msw\control.cpp(149): 'CreateWindowEx("ToolbarWindow32", flags=52008900, ex=00000000)' failed with error 0x0000057e (Subordinate window can not be created at the top level.). H:\WxWidgets\include\wx/msw/private.h(406): 'GetClientRect' failed with error 0x00000578 (Invalid window handle). H:\WxWidgets\include\wx/msw/private.h(394): 'GetWindowRect' failed with error 0x00000578 (Invalid window handle). H:\WxWidgets\include\wx/msw/private.h(394): 'GetWindowRect' failed with error 0x00000578 (Invalid window handle). H:\WxWidgets\include\wx/msw/private.h(394): 'GetWindowRect' failed with error 0x00000578 (Invalid window handle). H:\WxWidgets\include\wx/msw/private.h(394): 'GetWindowRect' failed with error 0x00000578 (Invalid window handle). H:\WxWidgets\include\wx/msw/private.h(394): 'GetWindowRect' failed with error 0x00000578 (Invalid window handle). H:\WxWidgets\include\wx/msw/private.h(394): 'GetWindowRect' failed with error 0x00000578 (Invalid window handle). ..\..\src\msw\window.cpp(1962): 'MoveWindow' failed with error 0x00000578 (Invalid window handle). H:\WxWidgets\include\wx/msw/private.h(406): 'GetClientRect' failed with error 0x00000578 (Invalid window handle). H:\WxWidgets\include\wx/msw/private.h(394): 'GetWindowRect' failed with error 0x00000578 (Invalid window handle). H:\WxWidgets\include\wx/msw/private.h(394): 'GetWindowRect' failed with error 0x00000578 (Invalid window handle). H:\WxWidgets\include\wx/msw/private.h(394): 'GetWindowRect' failed with error 0x00000578 (Invalid window handle). H:\WxWidgets\include\wx/msw/private.h(394): 'GetWindowRect' failed with error 0x00000578 (Invalid window handle). H:\WxWidgets\include\wx/msw/private.h(394): 'GetWindowRect' failed with error 0x00000578 (Invalid window handle). H:\WxWidgets\include\wx/msw/private.h(394): 'GetWindowRect' failed with error 0x00000578 (Invalid window handle). ..\..\src\msw\window.cpp(1962): 'MoveWindow' failed with error 0x00000578 (Invalid window handle). ..\..\src\msw\toolbar.cpp(1112): 'TB_ADDBUTTONS' failed with error 0x00000578 (Invalid window handle). ..\..\src\msw\toolbar.cpp(290): 'TB_GETITEMRECT' failed with error 0x00000578 (Invalid window handle). H:\WxWidgets\include\wx/msw/private.h(394): 'GetWindowRect' failed with error 0x00000578 (Invalid window handle). H:\WxWidgets\include\wx/msw/private.h(394): 'GetWindowRect' failed with error 0x00000578 (Invalid window handle). H:\WxWidgets\include\wx/msw/private.h(394): 'GetWindowRect' failed with error 0x00000578 (Invalid window handle). H:\WxWidgets\include\wx/msw/private.h(394): 'GetWindowRect' failed with error 0x00000578 (Invalid window handle). H:\WxWidgets\include\wx/msw/private.h(394): 'GetWindowRect' failed with error 0x00000578 (Invalid window handle). H:\WxWidgets\include\wx/msw/private.h(394): 'GetWindowRect' failed with error 0x00000578 (Invalid window handle). H:\WxWidgets\include\wx/msw/private.h(394): 'GetWindowRect' failed with error 0x00000578 (Invalid window handle). H:\WxWidgets\include\wx/msw/private.h(394): 'GetWindowRect' failed with error 0x00000578 (Invalid window handle). H:\WxWidgets\include\wx/msw/private.h(394): 'GetWindowRect' failed with error 0x00000578 (Invalid window handle). H:\WxWidgets\include\wx/msw/private.h(394): 'GetWindowRect' failed with error 0x00000578 (Invalid window handle). H:\WxWidgets\include\wx/msw/private.h(394): 'GetWindowRect' failed with error 0x00000578 (Invalid window handle). H:\WxWidgets\include\wx/msw/private.h(394): 'GetWindowRect' failed with error 0x00000578 (Invalid window handle). H:\WxWidgets\include\wx/msw/private.h(394): 'GetWindowRect' failed with error 0x00000578 (Invalid window handle). H:\WxWidgets\include\wx/msw/private.h(394): 'GetWindowRect' failed with error 0x00000578 (Invalid window handle). ..\..\src\msw\window.cpp(1962): 'MoveWindow' failed with error 0x00000578 (Invalid window handle)
  22. Hello everybody, I've been a bloody problem for a few days now. I created a button in LibGDX. This button I have packed on a table and the table I have packed on a stack and the stack again to a stage. The problem is that I have to push a few pixels next to the button in order to erase. That means when I press exactly on the button nothing happens. I will copy here the times the appropriate code slightly shortened. I could also shorten the code a bit. public class HUD implements Disposable { PlayScreen screen; public static Stage stage; private Viewport viewport; private Stack stack; public HUD(PlayScreen screen, SpriteBatch sb) { this.screen = screen; viewport = new FitViewport(PlayScreen.V_WIDTH, PlayScreen.V_HEIGHT, new OrthographicCamera()); stage = new Stage(viewport, sb); stack = new Stack(); // This is the Stack stack.setFillParent(true); stack.addActor(buildHudLayer()); // Here I add another Table to the Stack stack.addActor(buildButtonLayer()); // Here I add the Table with the Button to the Stack stage.addActor(stack); // Here I add the Stack to the Stage PlayScreen.multiplexer.addProcessor(stage); // Here I add the input of the Stage to an InputMultiplexer screen.setInput(); } private Label fpsLabel; private Label levelLabel; private Table buildHudLayer() { // This is another table Table table = new Table(); table.top(); fpsLabel = new Label(Gdx.graphics.getFramesPerSecond() + "fps", new Label.LabelStyle(new BitmapFont(), Color.BLACK)); levelLabel = new Label(Masterrunner.currentLevel + " - " + Masterrunner.currentLevel, new Label.LabelStyle(new BitmapFont(), Color.BLACK)); table.add(fpsLabel).expandX(); table.add(levelLabel).expandX(); return table; } private Table buildButtonLayer() { Table table = new Table(); // Here I create the table table.setFillParent(true); table.setDebug(true); table.top(); Button.ButtonStyle style = new Button.ButtonStyle(); // This is the Button style.up = new TextureRegionDrawable(PlayScreen.atlas.findRegion("Pause")); style.down = new TextureRegionDrawable(PlayScreen.atlas.findRegion("Pause1")); Button pauseButton = new Button(style); table.add(pauseButton).size(20, 20); // Here I add the Button to the Table return table; // Here I return the Table } public void update() { fpsLabel.setText(Gdx.graphics.getFramesPerSecond() + "fps"); levelLabel.setText(Masterrunner.currentWorld.getName() + " - " + Masterrunner.currentLevel); stage.act(); } public void render() { stage.draw(); } } I hope the information is sufficient, if not corrected me please. Dear greetings UbuLin ;D
  23. Hi all In my post-processing pixel shader (HLSL, SM5) I am facing heavy banding issues as to be seen in the attached image. It doesn't matter what type of effect I am implementing (fake volumetric light in this case), it always happens when I am applying some color blending, e.g. fading out. Could this be a precision issue (I'm working with float numbers), or where do I have to start looking? Any hints will be appreciated!
  24. Does anyone know of a tool that converts PNG's into an SDF (Signed Distance Field) usable texture? I've seen a few tools for fonts but nothing specifically for single sprite textures.
  25. So this is a question that I asked over on GameDev Stack Exchange, and got no love here: In XNA I have 2 RenderTarget2D's, each with alpha layers, each with identical resolutions, and a surface type of Color. One is the base texture, and the other is the texture I want to use to further mask the base texture. I'm trying this out with a common stencil shader that's been tossed around on gamedev.stackexchange that looks like this: sampler BaseTexture : register(s0); sampler MaskTexture : register(s1) { addressU = Clamp; addressV = Clamp; }; float MaskLocationX; float MaskLocationY; float MaskWidth; float MaskHeight; float BaseTextureLocationX; float BaseTextureLocationY; float BaseTextureWidth; float BaseTextureHeight; float4 StencilFunction(float2 texCoord : TEXCOORD0) : COLOR0 { float maskPixelX = texCoord.x * BaseTextureWidth + BaseTextureLocationX; float maskPixelY = texCoord.y * BaseTextureHeight + BaseTextureLocationY; float2 maskCoord = float2((maskPixelX - MaskLocationX) / MaskWidth, (maskPixelY - MaskLocationY) / MaskHeight); float4 bitMask = tex2D(MaskTexture, maskCoord); float4 tex = tex2D(BaseTexture, texCoord); return tex * (bitMask.a); } technique RenderStencil { pass P0 { PixelShader = compile ps_2_0 StencilFunction(); } } Technically, I'm using FNA, and the shader has been compiled (presumably successfully) using fxc. It may also be relevant that I'm using JetBrains Rider under Linux instead of VS, though from what I can tell, this shouldn't be a problem. I just want to apply this shader to these textures onto a 3rd render target. I've tried a number of things, but this seems to be the only thing that causes some kind of response: Manager.Device.Textures[0] = group[0].TempTarget; Manager.Device.Textures[1] = group[1].TempTarget; sceneBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, null, null, null, Map.StencilEffect); sceneBatch.Draw(group[0].TempTarget, sceneRectangle, Color.White); sceneBatch.Draw(group[1].TempTarget, sceneRectangle, Color.White); sceneBatch.End(); group[0] and group[1] are my layer objects, and TempTarget is a RenderTarget2D containing the result of each layer being rendered flat. I've tried a whole mess of different combinations of things, and either the 2 layers render unmodified, or not at all. It seems no shading is taking place. It's also likely that my shader could be majorly simplified. Both incoming rendertargets will always be the same size. I'm only just digging into shaders, but I want to get something working before I optimize. I don't know if the draws are necessary. I don't know if I pass the base texture or the mask texture into Device.Texture[0] or Device.Texture[1]. And I don't know which if any texture needs to Draw() to the batch. What's wrong? What am I missing? And why is it so difficult to find an answer to this in the vast wide Google? Pixel shaders in XNA seem to be a very closely guarded secret.