c# - XNA weird terrain tearing -
let me post images first...
solid shot tearing occurs
and wireframe shot of place
i using using riemers tutorial while render code is..
main render
public void render() { device.clear(color.cornflowerblue); rasterizerstate rs = new rasterizerstate(); rs.cullmode = cullmode; rs.fillmode = fillmode; device.rasterizerstate = rs; effect.parameters["xview"].setvalue(camera.viewmatrix); effect.parameters["xprojection"].setvalue(camera.projectionmatrix); effect.parameters["xworld"].setvalue(matrix.identity); effect.parameters["xenablelighting"].setvalue(true); effect.parameters["xlightdirection"].setvalue(lightdirection); effect.parameters["xambient"].setvalue(0.5f); globals.game.terrain.render(); globals.game.spritebatch.begin(); globals.console.render(); globals.game.spritebatch.end(); }
terrain.render()
public void render() { globals.game.graphics.effect.currenttechnique = globals.game.graphics.effect.techniques["colored"]; globals.game.graphics.effect.parameters["xworld"].setvalue(worldmatrix); foreach (effectpass pass in globals.game.graphics.effect.currenttechnique.passes) { pass.apply(); globals.game.graphics.device.indices = indexbuffer; globals.game.graphics.device.setvertexbuffer(vertexbuffer); globals.game.graphics.device.drawindexedprimitives(primitivetype.trianglelist, 0, 0, vertices.length, 0, indices.length / 3); } }
i stuck problem pretty long (not knowing if caused coding skills, xna or g-card configuration...) wonder if have ideas might cause it?
temporarily comment out spritebatch begin, draw, & end code , see if makes difference. may or may not depending on vertex order in buffer.
if help, solution can found here: http://blogs.msdn.com/b/shawnhar/archive/2010/06/18/spritebatch-and-renderstates-in-xna-game-studio-4-0.aspx
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