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Topic: Black instead of green



  
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   Black instead of green
 Poster : Titus
 Posts: 1
 Country : Germany
 City: NRW

  
Posted by Titus on 14/08/2010 at 11:22:54
Hi :)

When I start my code all green Pixels are black.
Is it ok or is something wrong with my code?
 Poster : radulph
 Posts: 225
 Country : germany
 City: hamburg

  
Posted by radulph on 15/08/2010 at 18:15:23
What does Your code do, what does it render? Do You use the basic effect or a custom hlsl shader? Do You set the color of the vertices by hand or is it extracted from a texture?

Try to localize the part of code, that influences the final appearance of Your geometry and post it.
 Poster : Archenon
 Posts: 428
 Country : Romania
 City: Oradea

  
Posted by Archenon on 20/08/2010 at 06:04:38
Well i don't like when somebody finds the time to post a question but he doesn't finds the time if to post if he found the bug or not.

I have never heared of a partialy colored model to replace its green pixels with black.

If your model is total green (like a green cube) and your whole model is black .. that may be because of the lighting.

If its a textured model and it partialy has good colors ... something maybe wrong with the texture UV coordinated which indicate a black pixel.

That part of the model may be shadowed because of a light source and you don't have any ambientlight set... but if you are that far you must have figured that out yourself.

Like radulph asked for some code if you want us to help you provide some source code because now its like when somebody calls the computer service that their computer is running slow why?
It may be dozens of expected and unexpected things that can couse pixels to be black.

But i think that i gave more attention to this post than it was needed.
 Poster : Anonymous
 Posts:
 Country :
 City:

  
Posted by Anonymous on 03/07/2012 at 15:08:14
I know that this is a dead thread... but I just thought I'd put my 2 cents worth.

You guys are unhelpful jerks. This thread was posted in a specific forum... IE:
    
Category: Tutorial 11: Manual texture creation

If you were paying attention, at this point in the tutorial (2d game tutorial) you're supposed to be rendering a green block covering the bottom half of the screen, pixel by pixel for the purpose of later developing a contour map to create a boundary for collision purposes.

To answer the OP:

        private void CreateForeground()
        {
            Color[] foregroundColors = new Color[screenWidth * screenHeight];

            for (int x = 0; x < screenWidth; x++)
            {
                for (int y = 0; y < screenHeight; y++)
                {
                    if (y > terrainContour[x])
                        foregroundColors[x + y * screenWidth] = Color.Green;
                    else
                        foregroundColors[x + y * screenWidth] = Color.Transparent;
                    fgTexture = new Texture2D(device, screenWidth, screenHeight, false, SurfaceFormat.Color);
                    fgTexture.SetData(foregroundColors);
                }
            }
        }

As you can see, in the above piece there is an if statement which renders the Color.Green if the pixel meets criteria Y > terrainContour[x]. My guess is that your color isn't set correctly, or your if condition is off, making all the pixels that would've been colored green be instead uncolored... or black.

  
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