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Topic: InvalidOperationException



  
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   InvalidOperationException
 Poster : j3n0vacHiLd
 Posts: 2
 Country : Australia
 City: Cairns

  
Posted by j3n0vacHiLd on 08/02/2008 at 13:40:33
I'm getting an InvalidOperationException that says 'The method call is invalid' on the following line:

effect.CurrentTechnique = effect.Techniques["Pretransformed"];


Here is my codefile


#region Using Statements
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Storage;
#endregion

namespace XNATutorial
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        ContentManager content;

        GraphicsDevice device;
        Effect effect;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            content = new ContentManager(Services);
        }


        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            base.Initialize();
            SetUpXNADevice();
        }

        private void SetUpXNADevice()
        {
            device = graphics.GraphicsDevice;

            graphics.PreferredBackBufferHeight = 500;
            graphics.PreferredBackBufferWidth = 500;
            graphics.IsFullScreen = false;
            graphics.ApplyChanges();
            Window.Title = "Daniel made this tut";

            effect = content.Load<Effect>("effects");
        }


        /// <summary>
        /// Load your graphics content.  If loadAllContent is true, you should
        /// load content from both ResourceManagementMode pools.  Otherwise, just
        /// load ResourceManagementMode.Manual content.
        /// </summary>
        /// <param name="loadAllContent">Which type of content to load.</param>
        protected override void LoadGraphicsContent(bool loadAllContent)
        {
            if (loadAllContent)
            {
                // TODO: Load any ResourceManagementMode.Automatic content
            }

            // TODO: Load any ResourceManagementMode.Manual content
        }


        /// <summary>
        /// Unload your graphics content.  If unloadAllContent is true, you should
        /// unload content from both ResourceManagementMode pools.  Otherwise, just
        /// unload ResourceManagementMode.Manual content.  Manual content will get
        /// Disposed by the GraphicsDevice during a Reset.
        /// </summary>
        /// <param name="unloadAllContent">Which type of content to unload.</param>
        protected override void UnloadGraphicsContent(bool unloadAllContent)
        {
            if (unloadAllContent)
            {
                // TODO: Unload any ResourceManagementMode.Automatic content
                content.Unload();
            }

            // TODO: Unload any ResourceManagementMode.Manual content
        }


        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here

            base.Update(gameTime);
        }


        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            device.Clear(Color.DarkSlateBlue);

            effect.CurrentTechnique = effect.Techniques["Pretransformed"];
            effect.Begin();

            // loop through passes within the technique
            foreach (EffectPass pass in effect.CurrentTechnique.Passes)
            {
                pass.Begin();

                pass.End();
            }

            base.Draw(gameTime);
        }
    }
}




 Poster : j3n0vacHiLd
 Posts: 2
 Country : Australia
 City: Cairns

  
Posted by j3n0vacHiLd on 08/02/2008 at 13:42:16
Nevermind, I just realised i was missing the final effect.End(). All resolved now.

  
Post a new reply
 





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