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Cannot Change Read-only Rasterizer State

We removed the FillMode.Point enum value and point size renderstates, because Game Studio 4.0 does not support point sprites. The following is part of my Draw method: public override void Draw(GameTime gameTime, SpriteBatch spriteBatch) { ... In fact,i'm never a fan of setting render state in .fx file, too many times people write wrong state in .fx and i can hardly find the problem. Skip to content Ignore Learn more Please note that GitHub no longer supports old versions of Firefox. http://electrictricycle.net/cannot-change/cannot-change-read-only-rasterizerstate.html

This dynamic book provides the latest updates on emerging technology with engaging learning features, informative...https://books.google.com/books/about/New_Perspectives_Computer_Concepts_2016.html?id=M5d4CgAAQBAJ&utm_source=gb-gplus-shareNew Perspectives Computer Concepts 2016 Enhanced, IntroductoryMy libraryHelpAdvanced Book SearchEBOOK FROM $54.49Get this book in printCengageBrain.comAmazon.comBarnes&Noble.comBooks-A-MillionIndieBoundFind in Using State Objects Wisely The advantage of state objects is that a single object can atomically specify a whole family of related state settings. Not the answer you're looking for? DepthStencilState The DepthStencilState object controls the behavior of the depth buffer and stencil buffer. my site

Username or email: Forum Password I've forgotten my password Remember me This is not recommended for shared computers Sign in anonymously Don't add me to the active users list Privacy Policy SamplerState The SamplerState object controls how data is fetched from textures: AddressU, AddressV, AddressW, Filter, MaxAnisotropy, MaxMipLevel, and MipMapLevelOfDetailBias. Is "she don't" sometimes considered correct form?

An insightful introduction highlights today’s digital evolution, while coverage of social media and online security examines concepts behind today’s technology challenges and trends. Sorry, this file is invalid so it cannot be displayed. Reply Pete says: April 2, 2010 at 6:00 pm > "Generally, though, we believe that explicitly setting all state is a better and more robust approach than saving and restoring." I EDIT: Amended code - errors removed but clipping still not working: Rectangle rectangle = new Rectangle(); rectangle.Height = 50; rectangle.Width = 1; RasterizerState rasterizerState = new RasterizerState(); rasterizerState.ScissorTestEnable = true; spriteBatch.GraphicsDevice.RasterizerState

This is rarely a necessary thing to do, btw: any time you are setting these values on the effect from C#, why not change that C# code to just set them Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. This also took about 60% of the time we had available to teaching the students. http://xboxforums.create.msdn.com/forums/t/101985.aspx The managed enum values do not always match the native D3D ones used by FX on any platform, so you're really on your own when it comes to figuring out what

This was redundant, as you can achieve the same result just by setting source = 1 and destination = 0. Sorry, we cannot display this file. Join them; it only takes a minute: Sign up Here's how it works: Anybody can ask a question Anybody can answer The best answers are voted up and rise to the Andy's research includes work on computer graphics, hypermedia systems, post-WIMP user interfaces, including immersive virtual reality and pen- and touch-computing, and educational software.   Morgan McGuire is an Associate Professor of

If you wish to continue this conversation start a new topic. https://books.google.com/books?id=OVpsAQAAQBAJ&pg=PA1110&lpg=PA1110&dq=cannot+change+read-only+rasterizer+state&source=bl&ots=QYOkldrYT_&sig=IPGSSTvbXNsvxTqf6smocGXEY3c&hl=en&sa=X&ved=0ahUKEwiQoNq-lfTPAhVV8mMKHdqBDGUQ6A I should read the errors more carefully –Christian Frantz Apr 9 '14 at 1:46 add a comment| Your Answer draft saved draft discarded Sign up or log in Sign up Source code and figures from the book, testbed programs, and additional content will be available from the authors' website (cgpp.net) or the publisher's website  (informit.com/title/9780321399526). Reply ShawnHargreaves says: April 2, 2010 at 10:01 pm > Ok, how about fixing the XNA 4.0 samples Hi surf4fun, Game Studio 4.0 is currently only available as a CTP, which

It would be very useful for debug. http://electrictricycle.net/cannot-change/cannot-change.html Reply Quote Quick question, is this the best way to reset the cullmode after the spritebatch changes it for me?:             game.rs = new RasterizerState();               game.rs.CullMode = CullMode.None;               game.GraphicsDevice.RasterizerState = game.rs;  e.g. To change property values, create a new RasterizerState instance. Singular cohomology and birational equivalence Wait...

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. Reply ShawnHargreaves says: November 3, 2010 at 10:18 am RMGK: perhaps you want to be using alpha test? Though it does sound like ya'll are taking a step in the right direction, never much cared for D3D9's naive non-grouping of states. this content Setting state values via integer parameter values that are passed from C# -> FX and then FX -> D3D (rather than directly from C#, or directly from FX code) is borderline

What is the best way to render models with alpha so that it doesn't matter what order I render them in? Sorry, we cannot display this file. Am I interrupting my husband's parenting?

If it is, isn't it a waste of bandwidth to be reading the DestinationBuffer for no alpha blending?, something like reading the depth buffer and no z testing is done.

Personal Open source Business Explore Sign up Sign in Pricing Blog Support Search GitHub This repository Watch 434 Star 3,876 Fork 1,858 MonoGame/MonoGame Code Issues 745 Pull requests 93 Projects Save the previous reference if you expect to ever want to reuse that old state (as you probably do, once you disable the wireframe mode). My manager said I spend too much time on Stack Exchange. Any chance that you extend the EffectPass class with properties (public getters and setters) for each of the new state objects?

Reply Michael Hansen says: April 3, 2010 at 6:16 pm i allways beleave doint set the renderstate or smaplestate in c# we have to do it the the shader, but sens We also removed the Fog* and Wrap* states, which are not useful (and in some cases not even supported) on modern shader hardware. This dynamic book provides the latest updates on emerging technology with engaging learning features, informative visuals and hands-on activities proven to increase learning effectiveness. have a peek at these guys How can I trust that this is Google?

State objects become read-only the first time they are bound to a GraphicsDevice. To get what all the different states are, how they affect drawing, etc took a long time and we had to cover this if we were doing anything but the most Advisor professor asks for my dissertation research source-code Is it unethical to poorly translate an exam from Dutch to English and then present it to the English speaking students? AddressU = Wrap, AddressV = Clamp.

The grouping of these into BlendState, DepthStencilState, RasterizerState, SamplerState makes this a lot more approachable. I ended up putting frac() calls into my shader code where necessary, but not in all cases where mixed addressing is used. If you have a case where this isn't working, please file a bug (along with repro app) on the Connect website. The second edition became an even more comprehensive resource for practitioners and students alike.

University Professor of Technology and Education, and Professor of Computer Science at Brown University. Reload? Reply Clayman says: April 3, 2010 at 1:48 am How to set render state in .fx file now? Reply [email protected] says: August 4, 2011 at 4:27 pm Hi Shawn!!

Can a countable number of intersections of subsets or their complements be the null set? Why do some airlines have different flight numbers for IATA and ICAO? if (!applyShaders) Show comments View 5 MonoGame.Framework/Graphics/GraphicsDevice.OpenGL.cs @@ -780,11 +780,6 @@ internal void PlatformApplyState(bool applyShaders) _depthStencilState.PlatformApplyState(this); _depthStencilStateDirty = false; } - if ( _rasterizerStateDirty ) - { - _rasterizerState.PlatformApplyState(this); - _rasterizerStateDirty I thought I could just go game.GraphicsDevice.RasterizerState.CullMode = CullMode.None;  But apparently you have to make a new one, is this okay? 3/24/2012 4:07 PM In reply to Petiephant (0) Posts 295 Re: Best

It turns out the the scissoring is only done at spriteBatch.End(). Reply Dale Freya says: July 20, 2010 at 12:00 am In regard to Michael Wilson's comment regarding texture addressing on Xbox, I have had problems with this as well. The old MinFilter, MagFilter, and MipFilter properties are collapsed into a single Filter property, which specifies all three options using a single TextureFilter enum value. Is it acceptable to ask an unknown professor for help in a related field during his office hours?

In addition, coverage of Microsoft Windows 8 and Office 2013 will introduce your students to the exciting new features of Microsoft's next generation of software.Important Notice: Media content referenced within the These built-in states are: BlendState Opaque AlphaBlend Additive NonPremultiplied DepthStencilState None Default DepthRead RasterizerState CullNone CullClockwise CullCounterClockwise SamplerState PointWrap PointClamp LinearWrap LinearClamp AnisotropicWrap AnisotropicClamp Using these built-in states, the graphics device How can I prove its value? Reload?