Should I be using Reach or HiDef profile if I have large spritesheets?


I'm working on a platformer in monogame, that I want to use a large
number of sprites for making up items and objects in the background.
The main spritesheet I've created is 4095x3734, when I tried to
convert it into xmb using XNA Content Compiler, I received an error
that Reach Profile only supports 2048x2048. I've read that I can use
HiDef which will support 4096x4096, which will be sufficient for my
requirements, but I am a bit concerned about what the potential
pitfalls will be - will le

After setting a large number of property names and types for user
profiles in web.config for a Web Forms project
we're switching
over to an MVC3 Razor Web Application. Web Applications don't use the
profile model info in web.config. Instead it's suggested to create a
new ProfileCommon model --->>

Is there a tool that takes the
Entity Framework parameters and creates the profile model? We have a
lot of fields so writing get; set; over and over again seems
unnecessarily repetitive. Is it worth using a Profile when Visual
Studio automatically generates a strongly-typed controller and
corresponding views?


<profile
defaultProvider="TableProf
Programming Languages

I'm now writing a game on WP7 using XNA Framework 4.0.

/>

There are some pictures that needs to be tiled.


So I
set the SamplerState[0] to LinearWrap before
rendering these pictures and I switch it back to
LinearClamp once done.


However, the game
still throws exceptions when it has finished all the tiled pictures
and is about to create a VertexBuffer for the first
non-tiled (i.e. not wrapped) picture.


I've added a
breakpoint at that line and has confirmed that GraphicsDevice's
Samplerstates[0] is LinearClamp. All other
15 SamplerStates a

Mobile Programming

I was converting one project from XNA 3.1 to XNA 4.0 and i was
getting this error:


Error 1 XNA Framework Reach
profile does not support vertex shader model 3.0.
J:UtadMestrado2AnoDisserteçãoNovos
softwaresxnaCodigoVisualizadorXNAVisualizadorXNAVisualizadorXNAContentBumpCylinder.fx
VisualizadorXNA


And after some research i found out that i
had to change from Reach to HiDef in my project. After that the error
desapeared but others have showed up. I don't never saw this kind of
errors, and can't find a solution anywhere in the internet, the error
was the following:


Error 17 Argument 1: cannot convert
from 'Microsoft.Xna.Fra

Programming Languages

I want to run Xna project on my laptop ,when I run the project
using HiDef profile
I have a massege


No suitable
graphic card found. Couldn't find Direct3D device that support the XNA
Framework HiDef profile


And when I change the profile to
Reach the project run but throw an exception


XNA
Framework Reach profile requires TextureAddressMode to be Clamp when
using texture sizes that are not powers of two.


Is there
any way to run the project using Hidef profile? I am sure that the
graphic driver works correctly. I have Intel Graphics Media
Accelerator 4500MHD.


Web Design

You saw this question before but I can't understand the
issue.


My graphic card was handling HiDef profile before I
formatted my pc. I create a simple 2D game using XNA Game Studio 4.0
with HiDef profile. The game still exist at
http://sourceforge.net/directory/os:windows/freshness:recently-updated/?q=survival-zombie
.


After formatted my pc, I installed graphic drivers of
course and I installed VS2010 then XNA Framework but now my pc cannot
handle Hidef profile even the game I developed before.


I
am using Windows 7 Ultimate x64, Intel 4 Series Express Chipset
Familied Graphic Card.


edit : I installed XNA Game S

Coding
I'm working on a platformer in monogame, that I want to use a large
number of sprites for making up items and objects in the background.
The main spritesheet I've created is 4095x3734, when I tried to
convert it into xmb using XNA Content Compiler, I received an error
that Reach Profile only supports 2048x2048. I've read that I can use
HiDef which will support 4096x4096, which will be sufficient for my
requirements, but I am a bit concerned about what the potential
pitfalls will be - will le
Game Development

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