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Author Topic: Tutorial 9 :: Running the Engine on the Xbox 360  (Read 3491 times)
mikeschuld
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« on: 2007/01/07 01:41:44 »

Tutorial 9 questions and comments
« Last Edit: 2007/01/07 03:34:15 by mikeschuld » Logged
Iarus
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« Reply #1 on: 2007/02/18 19:42:42 »

I'm a little lost here

#1 : I don't understand much about shaders yet, but where is defined the "ScreenTexture" parametre in the PostInvert.fx shader?
Code: (HMPostProcessor.cs)
myEffect.Parameters["ScreenTexture"].SetValue(myRenderTarget.GetTexture());

#2 : Also the vertexDeclaration, the myVertices, and myIndices don't make much sense to me in this class, was it meant to be in an other class??
Code: (HMPostProcessor.cs)
myDevice.VertexDeclaration = declaration;
myDevice.Vertices[0].SetSource(myVertices, 0, VertexPositionTexture.SizeInBytes);
myDevice.Indices = myIndices; myDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, 4, 0, 2);
and weren't we using a SpriteBatch, it's gone!??

I can't see the changes of #1 and #2 in the source .zip file of tutrial9
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Nemo Krad
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« Reply #2 on: 2007/02/19 01:39:48 »

Hi Iarus,

First off I think you should have posted this in the Tutorial 8 Thread  Tongue.

There seems to be 2 versions of the PostProcessor that are leading to a fair bit of confusion. I don't know if Mike or Chr0n1x are going to release a combined version yet. As they stand at the moment, you can't run the old PP shaders on the new PP source. I modified my version so I could run them both using different methods in my PP object.

I can post my combined version here if Mike or Chr0n1x don't mind.
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Chr0n1x
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« Reply #3 on: 2007/02/19 02:20:51 »

Go ahead Nemo. Sorry about the confusion, I provided the second method as an easier way to do it all, but it seems to have caused some problems.
As I mentioned to Dalphy (sp?) I am going to start working on a much better framework supporting possibly multiple shaders easily and also using delegates for rendering, to make it all that much simpler.

This might come soon, it might not. It seems my assesment tasks for this year are concentrated since we only have 3/4 of the school year. (Final year etc, compressed, weird, dont ask)
So school may cause delays, as it always seems to. That and I might encounter problems in design/creation.
« Last Edit: 2007/02/19 02:24:06 by Chr0n1x » Logged

Nemo Krad
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« Reply #4 on: 2007/02/19 06:36:48 »

OK,

I can't do it at the moment but I will post what I have at the moment as soon as I can. I will post it on the board for tutorial 8 Smiley

[EDIT]
I have put it here http://www.thehazymind.com/smf/index.php/topic,72.msg6052.html#msg6052
[/EDIT]
« Last Edit: 2007/02/19 07:39:25 by Nemo Krad » Logged
Iarus
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« Reply #5 on: 2007/02/19 09:22:00 »

Ok thanks, I'll take a look at that.

since the code base are a little bit different, it would be interesting to say in the tutorial witch one it uses to avoid confusion

a merge could be nice
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Tiago
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« Reply #6 on: 2007/03/09 23:54:35 »

ok so just to clarify, if you are using the PostProcessor that uses a SpriteBatch you dont have to do any modifications to the HMPostProcessir.cs file, right?
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