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Author: Dave

My name is Crappy Coding Guy, and I use Texture2D.GetData

My name is Crappy Coding Guy, and I use Texture2D.GetData

In a previous post about texture modification, I mentioned the evils of transferring data from the GPU to the CPU, and then presented an example showing one way to avoid doing it. The post wasn’t really about deformable 2D terrain or collision detection, but was intended to help newer game programmers open up a new way of thinking when it comes to using the GPU to accomplish tasks.

Since that post, and the one showing a video of my WP7 game, I’ve received a couple of questions about how I do the collision detection in Guardian, which would seem to require the use of Texture2D.GetData.

Guardian WP7 Bosses

Guardian WP7 Bosses

Added some tough “boss” asteroids. This one just has a single kill point so it’s relatively simple. Later waves will require destroying multiple targets for the kill. Still need to add a destruction sequence when it’s destroyed, rather than just fading away like it currently does.

WP7 Planet Defender Progress Video

WP7 Planet Defender Progress Video

I’ve been working on a Windows Phone 7 port of Guardian and finally have something to show for it. All of the systems are in place now, just need to do a lot of tuning and game play tweaking. Of course, at this point I have no idea how it’s going to perform on an actual phone, but it should do fairly well. Hopefully there won’t be too much optimization required after I get my hands on some hardware. I…

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Using CLR Profiler 2.0 with XNA 4.0

Using CLR Profiler 2.0 with XNA 4.0

By default (at least on my computer, running Windows 7), CLR Profiler 2 won’t work with new XNA apps since they utilize the new .NET framework. It looks like it’s working when you try it, but when it shows the final statistics window it’s empty. Fortunately, it’s possible to enable support using the new profiler compatibility settings functionality, which for this case involves simply setting the COMPLUS_ProfAPI_ProfilerCompatibilitySetting environment variable before running CLR Profiler.

Texture Modification in XNA 3.1

Texture Modification in XNA 3.1

I’ve had a couple of questions about what changes are needed to get the texture modification tutorial to work in XNA 3.1. So, here’s a 3.1 version of the project, and a quick overview of the major things that need to change. You need to create the depth/stencil buffer yourself, set it on the GraphicsDevice when setting the render target, and restore the previous buffer when you’re done. RenderTarget2D can’t be used directly as a texture, you must call RenderTarget2D.GetTexture…

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Some Sugar with your Syntax?

Some Sugar with your Syntax?

In the tutorial recently posted, I created the render state objects using some old-school syntax.

[csharp]
StencilAlways = new DepthStencilState();
StencilAlways.StencilEnable = true;
StencilAlways.StencilFunction = CompareFunction.Always;
StencilAlways.StencilPass = StencilOperation.Replace;
StencilAlways.ReferenceStencil = 1;
StencilAlways.DepthBufferEnable = false;
[/csharp]

You can do this in a much better way nowadays.

[csharp]
StencilAlways = new DepthStencilState()
{
StencilEnable = true,
StencilFunction = CompareFunction.Always,
StencilPass = StencilOperation.Replace,
ReferenceStencil = 1,
DepthBufferEnable = false
};

I’ve seen this syntax before, but 20 years of habits die hard and I rarely remember to use it. Hopefully it will stick now, and make my crappy code that much less crappy.

[/csharp]

Texture Modification using Render Targets, with some Stencil Buffer Action

Texture Modification using Render Targets, with some Stencil Buffer Action

Sometimes you need to modify a texture while your game is running, and there are a number of ways to do this. One of the first things newer game programmers often try to do is use Texture2D.GetData to copy the texture data from the GPU to an array on the CPU, modify the bytes, and then send it back to the GPU with Texture2D.SetData.

This is a bad idea on many, levels. Beyond issues with pipeline stalls, GetData and SetData can be slow, especially when working with a large texture. Any time you’re tempted grab data from the GPU for use on the CPU you should very carefully consider all of your options. There are often other solutions that let you keep the data entirely on the GPU and accomplish the same thing.

This tutorial will use an example that could be solved with GetData and SetData, and show you another alternative using render targets and the stencil buffer that will let you perform the same function entirely on the GPU.

Past Lives

Past Lives

I’ve taken a bit of a programming hiatus so far this summer, with the exception of the WordPress plugin I mentioned last time which I just spent a couple hours a week on over the past several months. Kind of taking a deep breath before plunging into making a game for the upcoming Windows Phone 7. During my break I’ve spent some time thinking about some of the projects I’ve worked on over the years – some that I’ve hated, and some that I’ve loved. One that always stands out for me is a little something called MariusNet, and I thought I’d share the story.

WordPress Plugin Diversion

WordPress Plugin Diversion

Earlier this year I started doing some daily walking and hiking. I would be remiss if I didn’t tie some technology into it somehow, so in my spare time I’ve been working on a WordPress plugin to track my progress.

Uninstalling Windows Phone Developer Tools CTP

Uninstalling Windows Phone Developer Tools CTP

Like many others it seems, when uninstalling the Windows Phone Dev Tools CTP I uninstalled each of the individual components before getting to the actual “Microsoft Windows Phone Developer Tools CTP – ENU”. When this happens the uninstall doesn’t work, unless you first re-install everything else.