XNA Models Help

Started by
-1 comments, last by Hadzz 11 years, 7 months ago
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:
2012-09-29_1243_zpse51022c0.png

Side View:
2012-09-29_1242_zps208b07da.png

Wall With More Faces (Side View):
2012-09-29_1252_zps7481f79f.png

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.

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