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  • Render a 3D scene in multiple windows - extended panoramic view

    - by teodron
    Is there any resource location on how to view a 3D scene from an application or a game on multiple windows or monitors? Each window should continue drawing from where the neighbouring one left off (in the end, the result should be a mosaic of the scene). My idea is to use a camera for each window and have a reference position and orientation for a meta-camera object that is used to correctly offset the other camera. Since there are quite some elements to consider (window specs, viewport properties, position-orientation of each render camera), what is the correct way to update the individual cameras considering the position and orientation of the central, meta-camera? I currently cannot make the cameras present the scene contiguously (and I am reluctant in working out the transformations without checking whether this is the actual way of doing things).

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  • 3D Collision help

    - by Taylor
    I'm having difficulties with my project. I'm quite new in XNA. Anyway, I'm trying to make 3D game and I'm already stuck on one basic thing. I have terrain made from a heightmap, and an avatar model. I want to set up some collisions for game so the player won't go through the ground. But I just don't know how to detect collisions for so complex an object. I could just make a simple box collision for my avatar, but what about the ground? I already implemented the JigLibX physics engine in my project and I know that I can make a collision map with heightmap, but I can't find any tutorials or help with this. So how can I set proper collision for complex objects? How can I detect heightmap collisions in JigLibX? Just some links to tutorials would be enough. Thanks in advance!

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  • Android how to get opengl 3D coordinates in ontouch event

    - by Sandy
    I created a cube in opengl and it rotates in ontouch event. To to this I created a CustomSurfaceView as follows public class CustomSurfaceView extends GLSurfaceView { @Override public boolean onTouchEvent(MotionEvent e) { float x = e.getX() float y = e.getY(); } } Here x and y are screen coordinates. How can I get 3D coordinated from this? I have already looked gluProject and NeHe. But I dont know how to implement this in my project, it shows that there is no GLdouble,GLfloat class.

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  • 3D architecture app for Android or iPhone

    - by Manixate
    I want to make an app for 3D modeling on iPhone/Android. I cannot get the basic idea of how to get started. I have various options such as learning OpenGL ES, UDK or Unity3d but I want to create models(e.g architecture etc) in my app and then render them when user is finished modeling. I do not know if I am able to design models and then render them in the same app with various effects on the iPhone/Android using UDK or Unity3d. (Note: If you find this question unclear please ask, I may have skipped some vital information).

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  • Cursor seems to freeze in the first attempt to type - Unity 3D, 12.04

    - by Denis
    It happens in the first attempt of typing, no matter is after the startup, or 5 minutes later, or then after. The cursor (or maybe it's the system) seems to freeze, no matter the application I use, taking up 4 to 5 sec to appear what is typed. Subsequently, everything is normal, using another applications. @Anwar Shah suggested it could be a daemon waiting to run before the lauching of the first application. Turning off Zeitgest didn't help. It occurs only with Unity-3d. Tested with Unity-2d, everything is fine. Tried to change some Compiz settings, nothing worked, although not tested with every single parameter. Also I deactivated Ati proprietary driver, no effect. My system: AMD E350 1.6Gh, 2G-Ram, ATI graphics - Ubuntu 12.04, 64bits. Is that what I should expect, or can be fixed or improved? Thanks.

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  • Tunnels in pseudo 3D racing game

    - by Nicholas
    How would one go about doing tunnels in a pseudo 3D racing game ? The main problem I have at the moment is perspective - I cant think of a way, beyond having to Z sort the sprites and tunnel coordinates, so that vehicles are displayed in front of the tunnel entrance and somehow block the display when out of site. I would like my tunnels to be used on both flat, curved and hills and slopes. The tunnel enterance/exit is made up of 3 separate graphics, (left, right and top), whilst inside the tunnel it is just one line graphic along the top (the idea being its supposed to be a set distance above the current vertical road position). As you can see from the picture, the vehicles are still being rendered whilst in the tunnel. I've converted the Code Incomplete road system to GLBasic.

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  • Drawing flaming letters in 3d on OpenGL ES 2.0

    - by Chiquis
    I am a bit confused about how to achieve this. What i want is to "draw with flames". I have achieved this with textures successfully, but now my concern is about doing this with particles to achieve the flaming effect. Am I supposed to have a Path in where i should add many particle emitters along the path that will "be emitting flames"? I understand the concept for 2d, but for 3d are the particles (that are quads) always supposed to be facing the user? Edit: Something else im worried about is the performance hit that will occur by having that many particle emitters, because there can be many letters and drawings at the same time. And each of these elements will have many particle emitters.

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  • How to tell what part of a 3D cube was touched

    - by user2539517
    I am writing a rather simple android game and I am implementing Open GL to draw a 3D cube that spins upon the X, Y and Z axis and I need to know where the user has clicked on the texture of the cube. The texture is a simple square bitmap (100x100) that has a smaller square in the center. I need to know if the user touches the inner square. As well was tell which face of the cube the user touches. Does anyone know how this can be accomplished if not can anyone give some pseudo code on how to tell where the ray correlates to the texture? Or at least point me in the right direction. The textures of each face are like this: The code I am using is from: http://www3.ntu.edu.sg/home/ehchua/programming/android/Android_3D.html2.9 It is a port to android from Lesson 6 NeHe. Example 6a: Photo-Cube

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  • 3D RTS pathfinding

    - by xcrypt
    I understand the A* algorithm, but I have some trouble doing it in 3D to suit the needs of my RTS Basically, in the game I'm making, there will be agents with different sizes of OBB collision boxes. I can use steering behaviours for avoiding other agents, so I don't need complete dynamic pathfinding. However, there is a problem because different agents have different collision geometry, and structures can be placed in almost any place. This means that there might be a gap between two structures where some agents can go through and some can't. A solution I have found to this problem is to do a sweep of the collision geometry of the agent from start node of the edge the pf algorithm is currently testing, to the end node of that edge. But this is probably a bit overkill since every edge the algorithm tests would also have to create and test with a collision geometry sweep. What are some reasonable approaches to this problem? I should mention that I'd prefer not to use navmeshes, I prefer waypoints because my entire system is based on it atm.

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  • Help with calculation to steer ship in 3d space

    - by Aaron Anodide
    I'm a beginner using XNA to try and make a 3D Asteroids game. I'm really close to having my space ship drive around as if it had thrusters for pitch and yaw. The problem is I can't quite figure out how to translate the rotations, for instance, when I pitch forward 45 degrees and then start to turn - in this case there should be rotation being applied to all three directions to get the "diagonal yaw" - right? I thought I had it right with the calculations below, but they cause a partly pitched forward ship to wobble instead of turn.... :( Here's current (almost working) calculations for the Rotation acceleration: float accel = .75f; // Thrust +Y / Forward if (currentKeyboardState.IsKeyDown(Keys.I)) { this.ship.AccelerationY += (float)Math.Cos(this.ship.RotationZ) * accel; this.ship.AccelerationX += (float)Math.Sin(this.ship.RotationZ) * -accel; this.ship.AccelerationZ += (float)Math.Sin(this.ship.RotationX) * accel; } // Rotation +Z / Yaw if (currentKeyboardState.IsKeyDown(Keys.J)) { this.ship.RotationAccelerationZ += (float)Math.Cos(this.ship.RotationX) * accel; this.ship.RotationAccelerationY += (float)Math.Sin(this.ship.RotationX) * accel; this.ship.RotationAccelerationX += (float)Math.Sin(this.ship.RotationY) * accel; } // Rotation -Z / Yaw if (currentKeyboardState.IsKeyDown(Keys.K)) { this.ship.RotationAccelerationZ += (float)Math.Cos(this.ship.RotationX) * -accel; this.ship.RotationAccelerationY += (float)Math.Sin(this.ship.RotationX) * -accel; this.ship.RotationAccelerationX += (float)Math.Sin(this.ship.RotationY) * -accel; } // Rotation +X / Pitch if (currentKeyboardState.IsKeyDown(Keys.F)) { this.ship.RotationAccelerationX += accel; } // Rotation -X / Pitch if (currentKeyboardState.IsKeyDown(Keys.D)) { this.ship.RotationAccelerationX -= accel; } I'm combining that with drawing code that does a rotation to the model: public void Draw(Matrix world, Matrix view, Matrix projection, TimeSpan elsapsedTime) { float seconds = (float)elsapsedTime.TotalSeconds; // update velocity based on acceleration this.VelocityX += this.AccelerationX * seconds; this.VelocityY += this.AccelerationY * seconds; this.VelocityZ += this.AccelerationZ * seconds; // update position based on velocity this.PositionX += this.VelocityX * seconds; this.PositionY += this.VelocityY * seconds; this.PositionZ += this.VelocityZ * seconds; // update rotational velocity based on rotational acceleration this.RotationVelocityX += this.RotationAccelerationX * seconds; this.RotationVelocityY += this.RotationAccelerationY * seconds; this.RotationVelocityZ += this.RotationAccelerationZ * seconds; // update rotation based on rotational velocity this.RotationX += this.RotationVelocityX * seconds; this.RotationY += this.RotationVelocityY * seconds; this.RotationZ += this.RotationVelocityZ * seconds; Matrix translation = Matrix.CreateTranslation(PositionX, PositionY, PositionZ); Matrix rotation = Matrix.CreateRotationX(RotationX) * Matrix.CreateRotationY(RotationY) * Matrix.CreateRotationZ(RotationZ); model.Root.Transform = rotation * translation * world; model.CopyAbsoluteBoneTransformsTo(boneTransforms); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = boneTransforms[mesh.ParentBone.Index]; effect.View = view; effect.Projection = projection; effect.EnableDefaultLighting(); } mesh.Draw(); } }

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  • Bing disponible comme plateforme pour développeurs avec l'imagerie 3D et la recherche vocale contextuelle

    Bing disponible comme plateforme pour développeurs avec l'imagerie 3D et la recherche vocale contextuelleMicrosoft a annoncé pendant la Build 2013 à Seattle qu'il a ouvert son outil de recherche Bing comme plateforme pour développeurs. Gurdeep Singh Pall, Vice-Président de l'entreprise, a fait une démonstration pour exposer les capacités dont les développeurs pourront désormais bénéficier. Pall a montré comment ajouter un élément à la to-do liste d'une application tiers en faisant usage du contrôle vocal de Bing. Dans le cas d'espèce, il a créé un mémento sur ses intentions de voyage en direction de l'Espagne.La démonstration est allée un peu plus loin. Pall a obtenu des informations lu...

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  • Chrome 18 : la 3D pour tous et amélioration de l'accélération de Canvas2D

    Chrome 18 : la 3D pour tous Et amélioration de la prise en charge de Canvas2D Chrome 18 vient de passer en version stable. Au menu, une amélioration de la prise en charge de Canvas2D qui tire parti de l'accélération matérielle (et du GPU donc). Elle devrait permettre à des applications web, comme les jeux, de tourner plus rapidement. Pour Google, avec cette prise en charge, les versions 100% Web des applicatifs pourraient même être aussi performantes que les versions traditionnelles. L'accélération matérielle appliquée à Canvas2D était jusqu'ici réservée au « beta channel » de Chrome. La fonctionnalité peut donc avoir encore quelques petits ratés. [IMG]http:/...

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  • How can I stop my Jitter physics meshes being offset?

    - by ben1066
    I'm developing a C# game engine and have hit a snag trying to add physics. I'm using XNA for graphics and Jitter for physics. I am trying to split the XNA model into it's meshes, then create a ConvexHull for each mesh. I then attempt to combine those into a CompoundObject, this however isn't working and depending upon the model the meshes are offset by different amounts. This is the code I'm currently using and it gives me: Any ideas?

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  • 3d js map rendering

    - by gotha
    In the past I've done a 2D tile map using HTML, CSS and Javascript. Now I have the task of creating a 3D version using the same technologies - think of it like a space map where all planets have x/y/z positions. Currently, I have no idea to do this. Is there an existing library or something I can modify to do my job? If not, what method of rendering the map should I use? It needs to be as browser independent as possible, so I can't use webgl, flash or canvas. I'm considering plain JS & HTML or SVG (using Raphael for compatibility).

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  • writing 3d game [closed]

    - by user1432980
    I want to write a game as my final year diploma project.(I'm a 4th-year-student now so I've got a year and several months). But I don't know what to choose: either write my own game engine using DirectX9(10)(I don't like OpenGL) or use OGRE + PhysX(Don't like Unity) I'm more interested in writing my own game engine(but I wonder if I'll create engine on the same level as even Unreal 1.0 hah) but on the other side with PhysX I'll have advanced physics in my game and with OGRE I'll have good grahics. For 3d models I want to use Maya. What do you advise me to choose? As for me I've got a little DirectX experience,not bad C++ programming skills(but not expert's) and a little knowledge of Maya. My English isn't perfect either hah...

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  • Cross-platform & 3D mobile game development [on hold]

    - by Sylvia MBemba
    I am not a developer or programmer and, I am planning an educative project that will involve having students to develop a cross-platform, 3D mobile game, similar to the SimCity concept. I need to write a project requirement and I'd like to pick someone's brain to understand what's involved in developing such a project: Is it realistic to have one or two students to do it? and along their other modules at uni? How much time can it take to develop from scratch? what are the different skills required?

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  • 3D primitive rendering library

    - by tomzx
    Hi, I am looking for a library which would easily allow me to render shapes (cubes, spheres, lines, circles, etc.) in 3D3 and OpenGL if possible. I want to be able to rapidly design visual debugging tools and I am not proefficient enough in graphics rendering to do it myself (writing the low level stuff that is). The library would have to be for C/C++. I've already taken a look at the open-source 3d engine, but I feel those are too big for what I really need. Do any of you know if such library exist? If so, links would be appreciated!

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  • 3D Sphereical Terrain with an 8 mesh sphere. The edges of the mesh are obvioulsy seen and I'm not su

    - by Justin808
    Hi :) I'm working in Unity3D, but my issue is with 3D meshes. I'm hoping someone here can help or point me in the right direction. I have 2 version of code, http://www.pasteit4me.com/695002 (old) and http://www.pasteit4me.com/690003 (new). The old code, makes a single mesh sphere and creates a terrain on it. The new code makes an 8 mesh sphere and creates a terrain on it. On the new version the edges of the meshes are obviously seen and I'm not sure why. It looks like the edges are adjusted no much, almost 2-3 times more than they should have been. GenerateB() in the old code and Generate() in the new code creates the sphere. MakeTerrain() in both create the terrain. If I dont run the MakeTerrain() function the new sphere looks like a solid mesh. I'm not sure where to start looking in the MakeTerrain() function in the new code to solve the issue :-/ Any ideas? An image of the issue is at http://img28.imageshack.us/img28/3784/screenshot20100611at850.png.

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  • Ideas for extending tic-tac-toe game?

    - by pimvdb
    I'm building a 3D tic-tac-toe game and this is what I've implemented so far: 3D renderer with texture mapping Playing against the computer Playing online (multiplayer) Now I'm a little lost what I could add. Obviously, tic-tac-toe isn't that exciting or advanced, but I just miss something to salt it a little bit. Therefore, could anyone please suggest some ideas that would be worth implementing? Thanks!

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  • spinning a 2d Cube

    - by Rahul Verma
    I know that a cube is actually a 3d shape , but i have some other problem over here. I have been doing 2D Game dev using libgdx but have never touched 3D rendering. Now what I want in my 2D game is that instead of coins I make my player collect magical cubes. But those cubes need to be spinning on one Diagonal, same can be seen in popular game Vector. Here is a screenshot. Can someone explaing the mathematics of such an animation

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  • C++ problem with assimp 3D model loader

    - by Brendan Webster
    In my game I have model loading functions for Assimp model loading library. I can load the model and render it, but the model displays incorrectly. The models load in as if they were using a seperate projection matrix. I have looked over my code over and over again, but I probably keep on missing the obvious reason why this is happening. Here is an image of my game: It's simply a 6 sided cube, but it's off big time! Here are my code snippets for rendering the cube to the screen: void C_MediaLoader::display(void) { float tmp; glTranslatef(0,0,0); // rotate it around the y axis glRotatef(angle,0.f,0.f,1.f); glColor4f(1,1,1,1); // scale the whole asset to fit into our view frustum tmp = scene_max.x-scene_min.x; tmp = aisgl_max(scene_max.y - scene_min.y,tmp); tmp = aisgl_max(scene_max.z - scene_min.z,tmp); tmp = (1.f / tmp); glScalef(tmp/5, tmp/5, tmp/5); // center the model //glTranslatef( -scene_center.x, -scene_center.y, -scene_center.z ); // if the display list has not been made yet, create a new one and // fill it with scene contents if(scene_list == 0) { scene_list = glGenLists(1); glNewList(scene_list, GL_COMPILE); // now begin at the root node of the imported data and traverse // the scenegraph by multiplying subsequent local transforms // together on GL's matrix stack. recursive_render(scene, scene->mRootNode); glEndList(); } glCallList(scene_list); } void C_MediaLoader::recursive_render (const struct aiScene *sc, const struct aiNode* nd) { unsigned int i; unsigned int n = 0, t; struct aiMatrix4x4 m = nd->mTransformation; // update transform aiTransposeMatrix4(&m); glPushMatrix(); glMultMatrixf((float*)&m); // draw all meshes assigned to this node for (; n < nd->mNumMeshes; ++n) { const struct aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]]; apply_material(sc->mMaterials[mesh->mMaterialIndex]); if(mesh->mNormals == NULL) { glDisable(GL_LIGHTING); } else { glEnable(GL_LIGHTING); } for (t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace* face = &mesh->mFaces[t]; GLenum face_mode; switch(face->mNumIndices) { case 1: face_mode = GL_POINTS; break; case 2: face_mode = GL_LINES; break; case 3: face_mode = GL_TRIANGLES; break; default: face_mode = GL_POLYGON; break; } glBegin(face_mode); for(i = 0; i < face->mNumIndices; i++) { int index = face->mIndices[i]; if(mesh->mColors[0] != NULL) glColor4fv((GLfloat*)&mesh->mColors[0][index]); if(mesh->mNormals != NULL) glNormal3fv(&mesh->mNormals[index].x); glVertex3fv(&mesh->mVertices[index].x); } glEnd(); } } // draw all children for (n = 0; n < nd->mNumChildren; ++n) { recursive_render(sc, nd->mChildren[n]); } glPopMatrix(); } Sorry there is so much code to look through, but I really cannot find the problem, and I would love to have help.

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  • Problem with Assimp 3D model loader

    - by Brendan Webster
    In my game I have model loading functions for Assimp model loading library. I can load the model and render it, but the model displays incorrectly. The models load in as if they were using a seperate projection matrix. I have looked over my code over and over again, but I probably keep on missing the obvious reason why this is happening. Here is an image of my game: It's simply a 6 sided cube, but it's off big time! Here are my code snippets for rendering the cube to the screen: void C_MediaLoader::display(void) { float tmp; glTranslatef(0,0,0); // rotate it around the y axis glRotatef(angle,0.f,0.f,1.f); glColor4f(1,1,1,1); // scale the whole asset to fit into our view frustum tmp = scene_max.x-scene_min.x; tmp = aisgl_max(scene_max.y - scene_min.y,tmp); tmp = aisgl_max(scene_max.z - scene_min.z,tmp); tmp = (1.f / tmp); glScalef(tmp/5, tmp/5, tmp/5); // center the model //glTranslatef( -scene_center.x, -scene_center.y, -scene_center.z ); // if the display list has not been made yet, create a new one and // fill it with scene contents if(scene_list == 0) { scene_list = glGenLists(1); glNewList(scene_list, GL_COMPILE); // now begin at the root node of the imported data and traverse // the scenegraph by multiplying subsequent local transforms // together on GL's matrix stack. recursive_render(scene, scene->mRootNode); glEndList(); } glCallList(scene_list); } void C_MediaLoader::recursive_render (const struct aiScene *sc, const struct aiNode* nd) { unsigned int i; unsigned int n = 0, t; struct aiMatrix4x4 m = nd->mTransformation; // update transform aiTransposeMatrix4(&m); glPushMatrix(); glMultMatrixf((float*)&m); // draw all meshes assigned to this node for (; n < nd->mNumMeshes; ++n) { const struct aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]]; apply_material(sc->mMaterials[mesh->mMaterialIndex]); if(mesh->mNormals == NULL) { glDisable(GL_LIGHTING); } else { glEnable(GL_LIGHTING); } for (t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace* face = &mesh->mFaces[t]; GLenum face_mode; switch(face->mNumIndices) { case 1: face_mode = GL_POINTS; break; case 2: face_mode = GL_LINES; break; case 3: face_mode = GL_TRIANGLES; break; default: face_mode = GL_POLYGON; break; } glBegin(face_mode); for(i = 0; i < face->mNumIndices; i++) { int index = face->mIndices[i]; if(mesh->mColors[0] != NULL) glColor4fv((GLfloat*)&mesh->mColors[0][index]); if(mesh->mNormals != NULL) glNormal3fv(&mesh->mNormals[index].x); glVertex3fv(&mesh->mVertices[index].x); } glEnd(); } } // draw all children for (n = 0; n < nd->mNumChildren; ++n) { recursive_render(sc, nd->mChildren[n]); } glPopMatrix(); } Sorry there is so much code to look through, but I really cannot find the problem, and I would love to have help.

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  • Unity 3D (with Nvidia driver) becomes very slow and laggy

    - by Graham
    How can I prevent my Unity 3D desktop from becoming slow after a while, given that I have an Nvidia Quadro NVS 290 graphics in TwinView mode? The desktop starts out fast on login, but becomes slow / lagging / hesitant / high latency after a while, symptoms being spikes in CPU usage by /usr/bin/X whenever I cause any graphical activity with the mouse or keyboard (e.g. typing, changing tabs, dragging windows). The desktop remains slow even with all windows (except htop in Terminal) and extraneous processes killed. Detail: Changing tabs in Terminal takes about a second, and X spikes to 76% CPU. As I type into Firefox, X spikes to 95% CPU. Dragging Termiinal window, X goes to 70% CPU. Basically, every graphical action sends CPU usage of X through the roof. Device: Nvidia Quadro NVS 290 Driver package: binary driver nvidia-current-updates (280.13-0ubuntu5) Dual Monitors: Pair of DELL UltraSharp 1908FP in TwinView (X screen 2560x1024) OS: Fresh install of Ubuntu 11.10 amd64 Desktop with all updates. Hardware: Dell Precision T5400 Workstation Pastebin of Xorg.0.log Pastebin of xorg.conf Pastebin of nvidia-xconfig -t output (easier to read than xorg.conf) Output of /usr/lib/nux/unity_support_test -p: To obtain the following htop screenshow I typed "asdf" several times in in this text box, alt-tabbed to Terminal and took a screenshot of the high X CPU usage. This also happens when firefox is not running: Quadro NVS 290 has "No" thermal sensor according to sensors-detect: Next adapter: NVIDIA i2c adapter 0 at 2:00.0 (i2c-0) Do you want to scan it? (YES/no/selectively): Client found at address 0x50 Probing for `Analog Devices ADM1033'... No Probing for `Analog Devices ADM1034'... No P robing for `SPD EEPROM'... No Probing for `EDID EEPROM'... Yes (confidence 8, not a hardware monitoring chip) I tried the nouveau driver by disabling the nvidia-current-updates under Additional Drivers, but Ubuntu and xrandr -q fail to detect the second monitor. This may be issue 737349. Funniest thing is that Nouveau wiki says that XRandR 1.2 dual-monitor is supported so it should work with a second monitor.

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  • Bad 3D Performance in Ubuntu 12.04

    - by Pandem
    I already posted a question before but I didn't really get any advice/help. I'll be a bit more brief/general in hope it'll help. I have an MSI HD 7850 with the Catalyst 12.4 drivers installed. I've found that I'm having bad 3D performance for some reason but I'm not entirely sure what. I suspect it may just that the graphics card is new and AMD just need to work on their drivers but it would be nice to get advice and narrow the problem down so that I can be sure rather than wait for driver updates that may not even help. I ran gxlgears to give some general idea of how bad the performance is. At default size it is averaging around 2000 FPS. The command glxinfo confirms the renderer is using AMD Radeon HD 7800 Series with OpenGL version 4.2. Edits below: As asked for others: lspci -v output is here. fglrxinfo output is here xvinfo output is here glxinfo | grep rendering says yes for direct rendering. These confirmed that everything was configured correctly. Within Unity and Gnome Classic: glxgears had an FPS of around 2000 FPS fgl_glxgears had an FPS of around 544 FPS Within LDXE: glxgears had an FPS of around 4600 FPS fgl_glxgears had an FPS of around 1600 FPS In the end it was discovered that Compiz was causing a large performance decrease and solution was simply to change window manager for the time being. Thanks to TechZilla for all his help!

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  • Using 2D sprites and 3D models together

    - by Sweta Dwivedi
    I have gone through a few posts that talks about changing the GraphicsDevice.BlendState and GraphicsDevice.DepthStencilState (SpriteBatch & Render states). . however even after changing the states .. i cant see my 3D model on the screen.. I see the model for a second before i draw my video in the background. . Here is the code: case GameState.InGame: GraphicsDevice.Clear(Color.AliceBlue); spriteBatch.Begin(); if (player.State != MediaState.Stopped) { videoTexture = player.GetTexture(); } Rectangle screen = new Rectangle(GraphicsDevice.Viewport.X, GraphicsDevice.Viewport.Y, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); // Draw the video, if we have a texture to draw. if (videoTexture != null) { spriteBatch.Draw(videoTexture, screen, Color.White); if (Selected_underwater == true) { spriteBatch.DrawString(font, "MaxX , MaxY" + maxWidth + "," + maxHeight, new Vector2(400, 10), Color.Red); spriteBatch.Draw(kinectRGBVideo, new Rectangle(0, 0, 100, 100), Color.White); spriteBatch.Draw(butterfly, handPosition, Color.White); foreach (AnimatedSprite a in aSprites) { a.Draw(spriteBatch); } } if(Selected_planet == true) { spriteBatch.Draw(kinectRGBVideo, new Rectangle(0, 0, 100, 100), Color.White); spriteBatch.Draw(butterfly, handPosition, Color.White); spriteBatch.Draw(videoTexture,screen,Color.White); GraphicsDevice.BlendState = BlendState.Opaque; GraphicsDevice.DepthStencilState = DepthStencilState.Default; GraphicsDevice.SamplerStates[0] = SamplerState.LinearWrap; foreach (_3DModel m in Solar) { m.DrawModel(); } } spriteBatch.End(); break;

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