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XNA 4 3D Game Development by Example: Beginner's Guide

You're reading from   XNA 4 3D Game Development by Example: Beginner's Guide Create action-packed 3D games with the Microsoft XNA Framework with this book and ebook.

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Product type Paperback
Published in Sep 2012
Publisher Packt
ISBN-13 9781849687089
Length 322 pages
Edition 1st Edition
Languages
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Author (1):
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Kurt Jaegers Kurt Jaegers
Author Profile Icon Kurt Jaegers
Kurt Jaegers
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Table of Contents (16) Chapters Close

XNA 4 3D Game Development by Example Beginner's Guide
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Introduction to XNA FREE CHAPTER 2. Cube Chaser – A Flat 3D World 3. Cube Chaser – It's A-Mazing! 4. Cube Chaser – Finding Your Way 5. Tank Battles – A War-torn Land 6. Tank Battles – The Big Guns 7. Tank Battles – Shooting Things 8. Tank Battles – Ending the War 9. Mars Runner 10. Mars Runner – Reaching the Finish Line

Time for action – HLSL declarations


  1. 1. Update the declarations area of the Terrain.fx file (at the very top of the file) to include a declaration for the texture we will be passing to the effect. The section should now read:

    float4x4 World;
    float4x4 View;
    float4x4 Projection;
    
    texture terrainTexture1;
    
    sampler2D textureSampler = sampler_state {
      Texture = (terrainTexture1);
      AddressU = Wrap;
      AddressV = Wrap;
    };

What just happened?

At the top of the default file that is generated when we add a new effect to our project, three variables of the type float4x4 are declared for us. These variables have familiar names, World, View, and Projection. If you think back to our discussion on matrices, an XNA matrix is a 4 by 4 array of float values, so the HLSL type float4x4 corresponds to an XNA matrix. In fact, these are the variables in the effect file that we set when we use the Parameters[].SetValue() method in our draw code.

We add the terrainTexture1 variable here, declaring it as type texture...

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