XNA -> Spritebatch+drawuserindexedprimitives RRS feed

  • Question

  • I'm trying to put a cursor on my program (where my actual cursor is), but that messes up my stuff in the background:

    Hmmm... can't post images, i'll try to describe:

    without spritbatch (i mean comment out) the terrain has its appropriate texture placed right with proper lighting.

    with spritbatch the terrain is on a single color (without the texture) or the texture is really messed up (the corners do have something there?), proper lighting , and the cursor appears alright.

    Here's my main draw code:

    protected override void Draw(GameTime gameTime)
                spriteBatch.Draw(cursor, cursorpos, Color.White);

    "Ground" is my terrain, heres it's draw:

    public void Draw(GraphicsDevice device, ClsCamera view)
                effect.Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, device.Viewport.AspectRatio, 1.0f, 300.0f);
                effect.TextureEnabled = true;
                effect.Texture = texture;
                effect.VertexColorEnabled = false;
                effect.World = worldMatrix;
                effect.View = view.view;
                device.DrawUserIndexedPrimitives<VertexPositionNormalTexture>(PrimitiveType.TriangleList, vertices, 0, vertices.Length, indices, 0, indices.Length / 3);

    "effect" is initialized before any draw.

    Any guesses on what went wrong? Thanks in advance.

    P.S. I'm using Monogame for Visual Studios.

    Wednesday, October 25, 2017 2:59 PM

All replies

  • Hi Gatinha123,

    Thank you for posting here.

    According to your question is more related to Monogame for Visual Studios, you could post a new thread in GitHub.


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    Friday, October 27, 2017 5:36 AM
  • Thank you, I will try that and close this issue once i get an answer on either sites.
    Tuesday, October 31, 2017 3:35 PM