My most common problem

I get this problem a lot. Previously i’ve fixed it by makign sure all my sprite batches Save state, eg:

_spriteBatch.Begin(SpriteBlendMode.AlphaBlend, SpriteSortMode.Immediate & SpriteSortMode.Texture, SaveStateMode.SaveState);

 This time I cannot source the problem. I’ve removed every spritebatch to be certain it’s just the model and my scenegraph, and yet the problem persists. I am using the SpaceWar Scaling system, but I turned that off as part of this test.

Yuck

If you dont immediately see the problem, you normally only see the top half of that light-blue cockpit dome, and certainly not into the “intake” on the nose cone. This is the same model from Spacewar.

WHAT WAS IT!?

RenderState.DepthBufferWriteEnable = false.

Yep. That’s from something I copied over from Spacewar.

I still don’t properly understand save states yet mind you. That call was occuring after a Batch.Begin with savestate so I didnt expect to see that state later on.

Anyway, if you have trouble with things like this go take a look at Sean Hargraeves post on SpriteBatch and RenderStates and then dig around in your app for any RenderStates you’ve explicitly set and forgot to revert.

Thanks to Pon in #xna for the links and the patience.

SpriteBatch.Draw issues

I wrote a little component to scroll tiles for my little side-scroller. It seemed to be working quite nicely. After that, I started on a scene graph, and the design of my scene graph did not accomodate the scroller being a “component” – more on that at some point. Upshot is, small amount of refactoring of my scroller code. Got it running in my new scene graph and what do I end up with? Take a look:

Pixel Boundary Issue

I upped the contrast on the right to make it clear that not only do my tiles have fading edges, but are tinged red? I dont know where the issue is. I tried using Rectangles for my source and destination to ensure that i was using integers. That did not help. Next step i gues is to make my target just a bit larger than desired.

I just wonder why it suddenly appeared and if it isn’t a device render setting?

This is the texture im using

Thanks to Kukyona who pointed out the two obvious issues.

  • That bit of red came from a red line in the texture that i had forgotten i drew.
  • At some point my texture got exported from Flash (which i use for pixel editing), at 600px high. He suggested 640 and everything is fine now.

The lesson: Texture file dimensions at multiples of 32.

Welcome

Hi There!

I’m a complete XNA n00b. Won’t stop me though. I love the idea of porting some of the classics from my heydey to the 360. Especially scrollers like Delta, R-Type, Wonderboy. You know, 64 classics. I may be a freak, but i still play 64 games using CCS64. If I could play those games on the XBox. Well that would rock. Of course im not talking direct ports, just similarily ‘old school’ games with a nice next gen console look and feel :)

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