Home Game Development xna – Messed-up triangles when utilizing VertexPositionColorTexture with BasicEffect

xna – Messed-up triangles when utilizing VertexPositionColorTexture with BasicEffect

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xna – Messed-up triangles when utilizing VertexPositionColorTexture with BasicEffect

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Image of the issue:

image of the problem

I used Microsoft’s BasicEffect tutorial right here and the code pattern right here and bought every thing to work effective. Next, I modified every thing to make use of vertexPositionRegularTexture, added just a few small strategies to assist with the feel, and was in a position to render a textured dice simply effective. I additionally made the dice spin a bit. Next, I needed to attempt utilizing vertexPositionRegularTexture. Unfortunately, I bought this picture as a substitute of a dice. Here are some items of my code that include main modifications.

Draw methodology

 protected override void Draw(GameTime gameTime)
        {
            graphics.GraphicsDevice.Clear(Color.SteelBlue);

            RasterizerState rasterizerState1 = new RasterizerState();
            //backface culling
            rasterizerState1.CullMode = CullMode.None;
            //flip off texture blurring
            graphics.GraphicsDevice.SamplerStates[0] = SamplerState.PointClamp;


            graphics.GraphicsDevice.RasterizerState = rasterizerState1;
            foreach (EffectPass cross in basicEffect.CurrentTechnique.Passes)
            {
                cross.Apply();
                graphics.GraphicsDevice.DrawPrimitives(
                    PrimitiveType.TriangleList, 
                    0, 
                    12
                );
            } 

            base.Draw(gameTime);
        }

Part of the strategy that units up vertices

non-public void InitializeDice()
    {

        Vector3 topLeftFront = new Vector3(-1.0f, 1.0f, 1.0f);
        Vector3 bottomLeftFront = new Vector3(-1.0f, -1.0f, 1.0f);
        Vector3 topRightFront = new Vector3(1.0f, 1.0f, 1.0f);
        Vector3 bottomRightFront = new Vector3(1.0f, -1.0f, 1.0f);
        Vector3 topLeftBack = new Vector3(-1.0f, 1.0f, -1.0f);
        Vector3 topRightBack = new Vector3(1.0f, 1.0f, -1.0f);
        Vector3 bottomLeftBack = new Vector3(-1.0f, -1.0f, -1.0f);
        Vector3 bottomRightBack = new Vector3(1.0f, -1.0f, -1.0f);

        Vector2 textureTopLeft = new Vector2(0.0f, 0.0f);
        Vector2 textureTopRight = new Vector2(.25f, 0.0f);
        Vector2 textureBottomLeft = new Vector2(0.0f, .25f);
        Vector2 textureBottomRight = new Vector2(.25f, .25f);

        Color entranceColor = new Color(255, 255, 255);
        Color againColor = new Color(255, 0, 0);
        Color highColor = new Color(0, 255, 0);
        Color backsideColor = new Color(0, 0, 255);
        Color leftColor = new Color(0, 255, 255);
        Color properColor = new Color(0, 0, 0);

        // Front face.
        cubeVertices[0] =
            new VertexPositionColorTexture(
            topLeftFront, entranceColor, GetTexPos(2));
        cubeVertices[1] =
            new VertexPositionColorTexture(
            bottomLeftFront, entranceColor, GetTexPos(2) + textureBottomLeft);
        cubeVertices[2] =
            new VertexPositionColorTexture(
            topRightFront, entranceColor, GetTexPos(2) + textureTopRight);
        cubeVertices[3] =
            new VertexPositionColorTexture(
            bottomLeftFront, entranceColor, GetTexPos(2) + textureBottomLeft);
        cubeVertices[4] =
            new VertexPositionColorTexture(
            bottomRightFront, entranceColor, GetTexPos(2) + textureBottomRight);
        cubeVertices[5] =
            new VertexPositionColorTexture(
            topRightFront, entranceColor, GetTexPos(2) + textureTopRight);

Initializing basicEffect

non-public void InitializeImpact()
    {
        basicEffect = new BasicEffect(graphics.GraphicsDevice);


        basicEffect.World = worldMatrix;
        basicEffect.View = viewMatrix;
        basicEffect.Projection = projectionMatrix;

        //basicEffect.EnableDefaultLighting
    }

LoadContent

protected override void LoadContent()
    {
        canyonTexture = Content.Load<Texture2D>("CanyonTexture");
        textureSheetWidth = canyonTexture.Width / 16;
        InitializeRemodel();
        InitializeImpact();
        basicEffect.TextureEnabled = true;
        basicEffect.VertexColorEnabled = true;
        basicEffect.Texture = canyonTexture;

        InitializeDice();

    }

Setting up the VertexBuffer

non-public void CreateVertexBuffer()
    {
        vertexDeclaration = new VertexDeclaration(new VertexElement[]
            {
                new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.Position, 0),
                new VertexElement(12, VertexElementFormat.Color, VertexElementUsage.Color, 0),
                new VertexElement(24, VertexElementFormat.Vector2, VertexElementUsage.TextureCoordinate, 0)
            });

        vertexBuffer = new VertexBuffer(
            graphics.GraphicsDevice,
            vertexDeclaration,
            number_of_vertices,
            BufferUsage.None
            );


        cubeVertices = new VertexPositionColorTexture[number_of_vertices];
        InitializeDice();


        vertexBuffer.SetData<VertexPositionColorTexture>(cubeVertices);

        graphics.GraphicsDevice.SetVertexBuffer(vertexBuffer);
    }


    protected override void Initialize()
    {
        // TODO: Add your initialization logic right here
        CreateVertexBuffer();

        base.Initialize();
    }

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