| Topic: confused on sprites
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 | confused on sprites | |  |
| Poster | : wtfisgoingon | | Posts | : 5 | | Country | : u.s | | City | : concord |
| | | | Posted by wtfisgoingon on 08/10/2006 at 10:45:37
| | Hi, i'm just trying to use point sprites in order to make the game snake. It would be helpful if you could explain these parts of the code more fully.
1)struct spritestruct
{
public Vector3 position;
public Vector3 angles;
}
what is a "struct"
how do you define the angles and position?
2) struct myownvertexformat
{
public float xval;
public float yval;
public float zval;
public float PointSize;
public int color;
public myownvertexformat(float fxval, float fyval, float fzval, float psize, int icolor)
{
xval = fxval;
yval = fyval;
zval = fzval;
PointSize = psize;
color = icolor;
}
}
What the heck does all that do?
3)
if (spritelist.Count > 0)
{
device.SetTexture(0, bullettexture);
device.Material = material;
device.VertexFormat = VertexFormats.Position | VertexFormats.PointSize | VertexFormats.Diffuse;
device.Transform.World = Matrix.Translation(-(float)spacemeshposition.X, -(float)spacemeshposition.Y, -(float)spacemeshposition.Z) * Matrix.RotationYawPitchRoll((float)spacemeshangles.X, (float)spacemeshangles.Y, (float)spacemeshangles.Z);
device.DrawUserPrimitives(PrimitiveType.PointList, spritelist.Count, spritecoordsarray);
}
How do I modify that to fit my needs since I don't have any of the spacemesh things in my game.
Thanks
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| | | | | | Poster | : riemer | | Posts | : 1392 | | Country | : Belgium | | City | : Antwerp |
| | | | Posted by riemer on 08/10/2006 at 15:37:11
| | I think for you it might be a better approach to look at the render-to-texture chapter in series3, where a texture (a 2D image) is drawn to the screen.
You can strip off 95% of the code, and load the texture from a file, then display it on the screen, using the line in the OnPaint method there. | |
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| | | | | | Poster | : Anonymous | | Posts | : | | Country | : | | City | : |
| | | | Posted by Anonymous on 20/06/2012 at 15:06:17
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