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Topic: Black Triangle



  
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   Black Triangle
 Poster : aketo
 Posts: 2
 Country : canada
 City:

  
Posted by aketo on 14/05/2008 at 16:47:18
Hey,

When I render the scene, I see the triangle but no color. It is a plain black triangle. However i have specified colors are seen in the tutorial

Do you know what could be the reason?
 Poster : riemer
 Posts: 1392
 Country : Belgium
 City: Antwerp

  
Posted by riemer on 15/05/2008 at 14:48:28
Did you completely copy-paste the code from the bottom of the page?
Make sure you don't have enabled lighting, as this will render your triangle black at this point.
 Poster : sina_t
 Posts: 3
 Country :
 City:

  
Posted by sina_t on 17/05/2008 at 01:03:50
I have the same problem, too. I always create  
a new project and copy the codes from bottom
of the page but I still have a BLACK TRIANGLE
on  my window! :(
 Poster : sina_t
 Posts: 3
 Country :
 City:

  
Posted by sina_t on 17/05/2008 at 01:04:18
I have the same problem, too. I always create  
a new project and copy the codes from bottom
of the page but I still have a BLACK TRIANGLE
on  my window! :(
 Poster : Archenon
 Posts: 428
 Country : Romania
 City: Oradea

  
Posted by Archenon on 17/05/2008 at 07:20:06
I copy pasted the code from "Drawing a triangle"
And it works properly.
 Poster : riemer
 Posts: 1392
 Country : Belgium
 City: Antwerp

  
Posted by riemer on 17/05/2008 at 10:01:27
Well this might be quite important .. let me know which graphics card you're using, maybe I have it laying around somewhere.
 Poster : riemer
 Posts: 1392
 Country : Belgium
 City: Antwerp

  
Posted by riemer on 17/05/2008 at 10:19:27
I've made some changes to the effect file for you. Re-download it and see if it works for you.

I've changed the techniques to use shader model 1, instead of 2.

Let me know if this works.
 Poster : aketo
 Posts: 2
 Country : canada
 City:

  
Posted by aketo on 17/05/2008 at 13:44:14
Ur the pro :) Works now.

By the way, I'm new at XNA but will we get to understand how to make the effect file later?

Thanks
 Poster : m_Maky
 Posts: 67
 Country : france
 City: Nice

  
Posted by m_Maky on 17/05/2008 at 15:42:16
sure, have a look at the third series
 Poster : sina_t
 Posts: 3
 Country :
 City:

  
Posted by sina_t on 18/05/2008 at 17:28:20
thanks! It works! :))
 Poster : Anonymous
 Posts:
 Country :
 City:

  
Posted by Anonymous on 27/11/2009 at 10:14:27
My triangle was rendering black, despite using the updated effects file. On research, I found that commenting the last two lines in the ColoredVS procedure solved the problem temporarily. All was fine until I reached the lighting topics. More research, including Catalin Zima HLSL tutorial (http://www.catalinzima.com/) revealed I have an old video card (ATI Mobility Radeon 9000 IGP) which doesn't support dynamic branching. I copied the code for the Colored technique to two new techniques, ColouredUnlit and ColoredLit. Using these as appropriate seems to have solved the problem.


// split to avoid the test
//------- Technique: Colored unlit --------

VertexToPixel ColoredVSUnlit( float4 inPos : POSITION, float4 inColor: COLOR, float3 inNormal: NORMAL)
{    
    VertexToPixel Output = (VertexToPixel)0;
    float4x4 preViewProjection = mul (xView, xProjection);
    float4x4 preWorldViewProjection = mul (xWorld, preViewProjection);
    
    Output.Position = mul(inPos, preWorldViewProjection);
    Output.Color = inColor;
    
    float3 Normal = normalize(mul(normalize(inNormal), xWorld));    
    Output.LightingFactor = 1;
    
    return Output;    
}

PixelToFrame ColoredPSUnlit(VertexToPixel PSIn)
{
    PixelToFrame Output = (PixelToFrame)0;        
    
    Output.Color = PSIn.Color;
    Output.Color.rgb *= saturate(PSIn.LightingFactor + xAmbient);
    
    return Output;
}

technique ColoredUnlit_2_0
{
    pass Pass0
    {  
        VertexShader = compile vs_2_0 ColoredVSUnlit();
        PixelShader  = compile ps_2_0 ColoredPSUnlit();
    }
}

technique ColoredUnlit
{
    pass Pass0
    {  
        VertexShader = compile vs_1_1 ColoredVSUnlit();
        PixelShader  = compile ps_1_1 ColoredPSUnlit();
    }
}

// modified to use 3.0 (maybe)
technique ColoredUnlit_3_0
{
    pass Pass0
    {  
        VertexShader = compile vs_3_0 ColoredVSUnlit();
        PixelShader  = compile ps_3_0 ColoredPSUnlit();
    }
}

//------- Technique: Colored Lit--------

VertexToPixel ColoredVSLit( float4 inPos : POSITION, float4 inColor: COLOR, float3 inNormal: NORMAL)
{    
    VertexToPixel Output = (VertexToPixel)0;
    float4x4 preViewProjection = mul (xView, xProjection);
    float4x4 preWorldViewProjection = mul (xWorld, preViewProjection);
    
    Output.Position = mul(inPos, preWorldViewProjection);
    Output.Color = inColor;
    
    float3 Normal = normalize(mul(normalize(inNormal), xWorld));    
    Output.LightingFactor = saturate(dot(Normal, -xLightDirection));
    
    return Output;    
}

PixelToFrame ColoredPSLit(VertexToPixel PSIn)
{
    PixelToFrame Output = (PixelToFrame)0;        
    
    Output.Color = PSIn.Color;
    Output.Color.rgb *= saturate(PSIn.LightingFactor + xAmbient);
    
    return Output;
}

technique ColoredLit_2_0
{
    pass Pass0
    {  
        VertexShader = compile vs_2_0 ColoredVSLit();
        PixelShader  = compile ps_2_0 ColoredPSLit();
    }
}

technique ColoredLit
{
    pass Pass0
    {  
        VertexShader = compile vs_1_1 ColoredVSLit();
        PixelShader  = compile ps_1_1 ColoredPSLit();
    }
}

// modified to use 3.0 (maybe)
technique ColoredLit_3_0
{
    pass Pass0
    {  
        VertexShader = compile vs_3_0 ColoredVSLit();
        PixelShader  = compile ps_3_0 ColoredPSLit();
    }
}



I'll probably need to do the same for the Textured technique.

  
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