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I’ve been beginning to write some XNA / Monogame code these days, and needed to attract a quad with a Texture2D hooked up to it.
After looking out the web for some time, I’ve give you this render code:
public void Draw(GraphicsDevice gd)
{
BasicEffect impact = new(gd);
impact.Texture = this.texture;
impact.TextureEnabled = true;
VertexPositionTexture[] vertices = new VertexPositionTexture[4];
vertices[0].Position = this.pointA;
vertices[1].Position = this.pointB;
vertices[2].Position = this.pointC;
vertices[3].Position = this.pointD;
foreach (EffectPass go in impact.CurrentTechnique.Passes) {
go.Apply();
gd.DrawUserIndexedPrimitives(PrimitiveType.TriangleList, vertices,
0, 3, new[] { 0, 1, 2, 1, 2, 3 }, 0, 2);
}
}
in a Quad
class:
inner sealed class Quad
{
Vector3 pointA;
Vector3 pointB;
Vector3 pointC;
Vector3 pointD;
Texture2D texture;
}
with this initialization code:
Quad quad = new Quad(new Vector3[]
{ new Vector3(-0.5f, -0.5f, 1f), new Vector3(-0.5f, +0.5f, 1f),
new Vector3(+0.5f, -0.5f, 1f), new Vector3(+0.5f, +0.5f, 1f) } //factors
debugTexture);
Currently, nothing seems on the display screen.
I’ve tried drawing 1 triangle solely, switching out the debugTexture
,
utilizing DrawUserPrimitives
as an alternative, and none of them appear to work.
Sorry if that is a straightforward repair or something, I’m unsure how OpenGL works.
Any assist will probably be apprieciated.
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