Textured Primitives in XNA with a first person camera
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by 131nary
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Published on 2010-04-12T19:29:40Z
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2010/04/12
19:33 UTC
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So I have a XNA application set up. The camera is in first person mode, and the user can move around using the keyboard and reposition the camera target with the mouse. I have been able to load 3D models fine, and they appear on screen no problem. Whenever I try to draw any primitive (textured or not), it does not show up anywhere on the screen, no matter how I position the camera.
In Initialize(), I have:
quad = new Quad(Vector3.Zero, Vector3.UnitZ, Vector3.Up, 2, 2);
quadVertexDecl = new VertexDeclaration(this.GraphicsDevice, VertexPositionNormalTexture.VertexElements);
In LoadContent(), I have:
quadTexture = Content.Load<Texture2D>(@"Textures\brickWall");
quadEffect = new BasicEffect(this.GraphicsDevice, null);
quadEffect.AmbientLightColor = new Vector3(0.8f, 0.8f, 0.8f);
quadEffect.LightingEnabled = true;
quadEffect.World = Matrix.Identity;
quadEffect.View = Matrix.CreateLookAt(cameraPosition, cameraTarget, Vector3.Up);
quadEffect.Projection = this.Projection;
quadEffect.TextureEnabled = true;
quadEffect.Texture = quadTexture;
And in Draw() I have:
this.GraphicsDevice.VertexDeclaration = quadVertexDecl;
quadEffect.Begin();
foreach (EffectPass pass in quadEffect.CurrentTechnique.Passes)
{
pass.Begin();
GraphicsDevice.DrawUserIndexedPrimitives<VertexPositionNormalTexture>(
PrimitiveType.TriangleList,
quad.Vertices, 0, 4,
quad.Indexes, 0, 2);
pass.End();
}
quadEffect.End();
I think I'm doing something wrong in the quadEffect properties, but I'm not quite sure what.
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