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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);
}
}
}
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| | | | | | 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. | |
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