Skip to Main Content
XNA 3.0 Game Programming Recipes: A Problem-Solution Approach
book

XNA 3.0 Game Programming Recipes: A Problem-Solution Approach

by Riemer Grootjans
May 2009
Intermediate to advanced content levelIntermediate to advanced
671 pages
18h 34m
English
Apress
Content preview from XNA 3.0 Game Programming Recipes: A Problem-Solution Approach
CHAPTER 3 ■ WORKING WITH 2D IMAGES/TEXTURES IN XNA 3.0
263
Disabling Writing to the Depth Buffer
You still have to think about one last aspect. In case the particle closest to the camera is drawn
first, all particles behind that one will not be drawn (and this will not be blended in)! So when
you render your particles, you could turn off the z-buffer test for each pixel and render your
particles as the last element of your scene. This is, however, not a very good idea, because
when the explosion happens very far from the camera and there is a building between the
explosion and the camera, the explosion will be rendered as if it were before the building!
A better solution would be to render your scene as normal first and then to turn off
Become an O’Reilly member and get unlimited access to this title plus top books and audiobooks from O’Reilly and nearly 200 top publishers, thousands of courses curated by job role, 150+ live events each month,
and much more.
Start your free trial

You might also like

XNA 4.0 Game Development by Example: Beginner's Guide

XNA 4.0 Game Development by Example: Beginner's Guide

Kurt Jaegers
Learning LibGDX Game Development - Second Edition

Learning LibGDX Game Development - Second Edition

Suryakumar Balakrishnan Nair, Andreas Oehlke

Publisher Resources

ISBN: 9781430218555Purchase Link