Jump to content

View more

Image of the Day

#ld38 #screenshotsaturday Mimosa Fizz action gif #2 https://t.co/TUzdppvfUL
IOTD | Top Screenshots

The latest, straight to your Inbox.

Subscribe to GameDev.net Direct to receive the latest updates and exclusive content.


Sign up now

XNA Models Help

4: Adsense

Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.


  • You cannot reply to this topic
No replies to this topic

#1 Hadzz   Members   

122
Like
0Likes
Like

Posted 29 September 2012 - 11:01 AM

Okay so I'm making an XNA game for my senior project, and everything is going okay except for one little annoying thing. I'm using Blender to make the models and it works pretty good. But for the wall models I make, I have 4 faces on the front so i could tile the texture to make the bricks look a little smaller. When viewing from the front, everything looks fine, but when you look at it from the side, a fairly thick black seam appears.

Front View:
Posted Image

Side View:
Posted Image

Wall With More Faces (Side View):
Posted Image

Draw method (second part is drawing a bounding box when its selected):
[source lang="csharp"]public void Draw() { if (!drawObject) return; // Copy any parent transforms Matrix[] transforms = new Matrix[Model.Bones.Count]; Model.CopyAbsoluteBoneTransformsTo(transforms); GameEngine.Graphics.DepthStencilState = DepthStencilState.Default; // Loop for each mesh in the model foreach (ModelMesh mesh in Model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.LightingEnabled = false; effect.World = transforms[mesh.ParentBone.Index] * World; effect.View = GameEngine.View; effect.Projection = GameEngine.Projection; } mesh.Draw(); } if (selected && hasBoundingBox) { GameEngine.Graphics.DepthStencilState = DepthStencilState.Default; effect.View = GameEngine.View; effect.Projection = GameEngine.Projection; effect.CurrentTechnique.Passes[0].Apply(); { GameEngine.Graphics.DrawUserPrimitives(PrimitiveType.LineList, vertexData, 0, 12); } } }[/source]

Has anyone else run into this? Any ideas on how to fix this?
Any help is much appreciated.




Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.