| 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? | |
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| 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. | |
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| 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! :( | |
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| 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! :( | |
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| 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. | |
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| 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. | |
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| 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. | |
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| 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 | |
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| 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 | |
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| Poster | : sina_t | | Posts | : 3 | | Country | : | | City | : |
| | | | Posted by sina_t on 18/05/2008 at 17:28:20
| | | thanks! It works! :)) | |
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| 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();
}
}
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I'll probably need to do the same for the Textured technique. | |
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