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XNA doesn't sometimes draw properly (moved)

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#1ReyLith  Members

Posted 23 March 2013 - 04:03 AM

Hi,

I am developing an 3D platformer game with XNA framework and I am experimenting some errors in drawing. Here is some images of the errors, that appears in 3D models and in planes:

In the first image, all the plane should be with the gray texture. In the second image shouldn't appear the errors. The code that I am using to load the vertices and textures is the next:

// CODE INCLUDED IN LOAD() METHOD
Vector3 left = Vector3.Cross(_normal, _up);
Vector3 lowerLeft, upperLeft, lowerRight, upperRight;
for (int i = 0; i < _rows; i++)
{
for (int j = 0; j < _cols; j++)
{
if (information[i + 5, j] != "Null")
{
string[] aux = information[i + 5, j].Split('_');

lowerLeft = _origin + (_up * i);
lowerLeft += -left * j;
lowerLeft += -left * ToInt(aux[1][0]);
upperLeft = lowerLeft + (_up * ToInt(aux[1][1]));
lowerRight = lowerLeft + (left * ToInt(aux[1][0]));
upperRight = lowerRight + (_up * ToInt(aux[1][1]));

new Vector2((1.0f / _numberOfTiles) * (Convert.ToInt32(aux[0]) - 1), 1)));
new Vector2((1.0f / _numberOfTiles) * (Convert.ToInt32(aux[0]) - 1), 0)));
new Vector2((1.0f / _numberOfTiles) * Convert.ToInt32(aux[0]), 1)));

new Vector2((1.0f / _numberOfTiles) * (Convert.ToInt32(aux[0]) - 1), 0)));
new Vector2((1.0f / _numberOfTiles) * Convert.ToInt32(aux[0]), 0)));
new Vector2((1.0f / _numberOfTiles) * Convert.ToInt32(aux[0]), 1)));
}
}
}

_tileVertexBuffer = new DynamicVertexBuffer(EngineManager.GameGraphicsDevice,
VertexPositionNormalTexture.VertexDeclaration, _rows * _cols * 6, BufferUsage.WriteOnly);


The code used to draw the vertices is the next:

// CODE INCLUDED IN DRAW() METHOD
_tileVertexBuffer.SetData<VertexPositionNormalTexture>(_vertices.ToArray());

_effect.View = CameraManager.ActiveCamera.View;
_effect.Projection = CameraManager.ActiveCamera.Projection;
_effect.Texture = TextureManager.GetTexture(_textureName).BaseTexture;
_effect.DiffuseColor = Color.LightBlue.ToVector3();

foreach (EffectPass pass in _effect.CurrentTechnique.Passes)
{
pass.Apply();

EngineManager.GameGraphicsDevice.SetVertexBuffer(_tileVertexBuffer);
EngineManager.GameGraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0,
_tileVertexBuffer.VertexCount / 3);
}

EngineManager.GameGraphicsDevice.SetVertexBuffer(null);


I am not using an index buffer to draw the plane and I don't know if this is the problem. I have spent a long time surfing on Internet but I can't find a similar problem. Thanks in advance.

PD: Sorry for my english level.

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