For those of you who are familiar with Stack Overflow (.com) and it’s sister site StackExchange, there is a game development site currently in private beta. It’ll be open for public beta in 2 days and we need as many people as possible to join and partake in the community. Consider checking it out: http://area51.stackexchange.com/proposals/2825/game-development [...]
The Effect API has been modified in XNA 4.0. Effect parameters work as usual, however the following: effect.Begin(); foreach(EffectPass pass in effect.CurrentTechnique.Passes) { pass.Begin(); // Draw pass.End(); } effect.End(); Is now foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); // Draw } Or, if you are using a single pass technique effect.CurrentTechnique.Passes[0].Apply(); // Draw
Opaque (Default): Additive: Alpha: Non Premultiplied:
The site was attacked as some of you noticed. I managed to eradicate the code that was injected into just about every file on the server and removed the hundreds of files uploaded onto the server by said attack. Unfortunately my theme was destroyed in the process. I’m currently working to repair it from backups [...]
One of the things that has changed with XNA Version 4.0 is RenderTargets. The constructor parameters have changed, as has their interaction with the DepthStencilBuffer class. While previously we had to specify a DepthStencilBuffer instance of the same width, height, and multisampling settings as a render target we were trying to set to the graphics [...]