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Topic: Invalid casting for effects

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   Invalid casting for effects
 Poster : BlackHawk
 Posts: 2
 Country : South Africa
 City: Cape Town

Posted by BlackHawk on 15/02/2007 at 00:38:16

I get an invalid casting exception at run-time for this line of code:

foreach (BasicEffect currenteffect in mesh.Effects)

The error is that mesh.Effects is of type Effect and BasicEffect inherits from Effect.  Apparently you can't up-cast (I thought this was possible).

Any ideas?


 Poster : peter28
 Posts: 2
 Country : Denmark
 City: Århus

Posted by peter28 on 20/02/2007 at 13:13:29
Same problem here. Strange
 Poster : riemer
 Posts: 1392
 Country : Belgium
 City: Antwerp

Posted by riemer on 20/02/2007 at 13:39:50
Do you get this error with the code presented in the tuts, or is it another project/model?
 Poster : reyjexter
 Posts: 21
 Country : philippines
 City: legazpi city

Posted by reyjexter on 20/02/2007 at 20:53:30
i have encoutered this error before. i think this error occurs when you set the the meshparts.Effect to the current effect you are using thus overriding the basic effect
 Poster : peter28
 Posts: 2
 Country : Denmark
 City: Århus

Posted by peter28 on 21/02/2007 at 04:34:49
It's the code from the tut with two changes. The model is fbx, and the shader is loaded with ContentManager.Load<Effect>(); (which shouldn't make a difference here).

foreach (ModelMesh mesh in skybox.Meshes)
    foreach (BasicEffect currenteffect in mesh.Effects)
        skyboxtextures[i++] = currenteffect.Texture;

To:             planettextures[0] = CrushEm2.ContentManager.Load<Texture2D>("Content\\Textures\\saturnmap");
            planettextures[1] = CrushEm2.ContentManager.Load<Texture2D>("Content\\Textures\\saturnringcolor");
 Poster : Anonymous
 Country :

Posted by Anonymous on 21/02/2007 at 04:40:17
Sorry. I was a bit quick there. The last code shows how the problem was solved in my case, at least with the textures.
 Poster : BlackHawk
 Posts: 2
 Country : South Africa
 City: Cape Town

Posted by BlackHawk on 22/02/2007 at 02:40:29
@riemer - I haven't modified the tut code.  I used it as is.  Also all your content.  

Loading the textures separately into the texture array displays them. I can't figure out the order they should go into the array so I'm not getting a smooth continuous skybox effect.
 Poster : Anonymous
 Country :

Posted by Anonymous on 05/07/2007 at 15:21:59
I had exactly the same problem and it went away after I replaced the erroneous
[code]skybox = FillModelFromFile("skybox2");[/code] with the proper [code]skybox = content.Load<Model>("skybox2");[/code].
 Poster : rong
 Posts: 8
 Country : China
 City: BeiJing

Posted by rong on 15/07/2008 at 03:10:04
Hi, I found same problem :(
The compiler complains about casting. I changed from

foreach (ModelMesh mesh in newModel.Meshes)
        foreach (BasicEffect currentEffect in mesh.Effects)
            textures[i++] = currentEffect.Texture;


_textureSky = new Texture2D[_modelSky.Meshes.Count];
            _textureSky[0] = Global.CONTENT.Load<Texture2D>(@"Skybox\skybox_top");
            _textureSky[1] = Global.CONTENT.Load<Texture2D>(@"Skybox\skybox_right");
            _textureSky[2] = Global.CONTENT.Load<Texture2D>(@"Skybox\skybox_left");
            _textureSky[3] = Global.CONTENT.Load<Texture2D>(@"Skybox\skybox_front");
            _textureSky[4] = Global.CONTENT.Load<Texture2D>(@"Skybox\skybox_back");
            _textureSky[5] = Global.CONTENT.Load<Texture2D>(@"Skybox\skybox_bottom");

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