I've followed the XNADemo code in chapter 4 up to page 66.
I should have a textured triangle on the screen but I get just the plain cornflower blue screen.
Here is my code listing.
Any help is much appreciated.
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;
namespace XNADemo
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
private Matrix projection;
private Matrix view;
private Matrix world;
private Vector3 cameraPosition = new Vector3(0.0f, 0.0f, 3.0f);
private Vector3 cameraTarget = Vector3.Zero;
private Vector3 cameraUpVector = Vector3.Up;
private VertexPositionNormalTexture[] vertices;
private Texture2D texture;
private BasicEffect effect;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
protected override void Initialize()
{
// TODO: Add your initialization logic here
InitializeCamera();
InitializeVertices();
base.Initialize();
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
texture = Content.Load<Texture2D>("texture");
effect = new BasicEffect(graphics.GraphicsDevice, null);
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// all content.
/// </summary>
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
// TODO: Add your update logic here
base.Update(gameTime);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
world = Matrix.Identity;
graphics.GraphicsDevice.VertexDeclaration = new VertexDeclaration
(graphics.GraphicsDevice, VertexPositionNormalTexture.VertexElements);
effect.Projection = projection;
effect.View = view;
effect.EnableDefaultLighting();
effect.World = world;
effect.TextureEnabled = true;
effect.Texture = texture;
effect.Begin();
foreach (EffectPass pass in effect.CurrentTechnique.Passes)
{
pass.Begin();
graphics.GraphicsDevice.DrawUserPrimitives
(PrimitiveType.TriangleList, vertices, 0, vertices.Length / 3);
pass.End();
}
effect.End();
base.Draw(gameTime);
}
private void InitializeCamera()
{
float aspectRatio = (float)graphics.GraphicsDevice.Viewport.Width /
(float)graphics.GraphicsDevice.Viewport.Height;
Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, aspectRatio, 0.0001f, 1000.0f, out projection);
Matrix.CreateLookAt(ref cameraPosition, ref cameraTarget, ref cameraUpVector, out view);
}
private void InitializeVertices()
{
Vector3 position;
Vector2 textureCoordinates;
vertices = new VertexPositionNormalTexture[3];
//top left
position = new Vector3(-1, 1, 0);
textureCoordinates = new Vector2(0, 0);
vertices[0] = new VertexPositionNormalTexture(position, Vector3.Forward, textureCoordinates);
//bottom right
position = new Vector3(1, -1, 0);
textureCoordinates = new Vector2(1, 1);
vertices[1] = new VertexPositionNormalTexture(position, Vector3.Forward, textureCoordinates);
//bottom left
position = new Vector3(-1, -1, 0);
textureCoordinates = new Vector2(0, 1);
vertices[1] = new VertexPositionNormalTexture(position, Vector3.Forward, textureCoordinates);
}
}
}