texture2d

Background Texture Image in iPhone Drawn with Distortion in OpenGL ES

Hello, I'm having a problem rendering a background texture in my iPhone app. The following images show the problem: http://www.tojamgames.com/wp-content/uploads/2010/09/background_layer1.png tojamgames.com/wp-content/uploads/2010/09/IMG_0246.png (can't make this a link, sorry) First one is the correct image, the second one is the on...

Making parts of Texture2D transparent in XNA

I'm just starting game development and I thought a game like Tank wars or Worms would be nice. The hardest part I can think of so far is making the terrain destructible and I want to know how it's done before doing the easy parts. I thought that explosion could have a mask texture which could be scaled for different weapons. Then using...

How to ask OpenGL for graphics device Capabilities (texture2DArray, supported anti-aliasing modes).

We are using OpenTK, C# and visual studio 2010. We need to ask the graphics device if it supports texture2DArray's, and what anti-aliasing modes it may support. Any help will be appreciated. ...

Assigning a Texture2D to an existing Texture2D

Hello, I am currently messing with C# XNA 4.0, but I am having some problems assigning a Texture2D to an existing Texture2D. An example of the code shown below: protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); texDisc48 = Content.Load<Texture2D>("textures/disc_24"); ...

How do I render my animated Texture2D in the 3d world in XNA4.0

As I've studied so far, there are 2 ways to draw in xna; using spritebatch or putting items onto the 3d world and then use a camera to render it. Currently, I'm working on my 2.5D game. I'm using a mechanics that makes the deeper sprite translates slower, so that it looks like there is really depth there in the game. However, consideri...