Hi. I've done a code that can show a generated "constillations" (sp ) like in outer space, known as a "Star Generator" which generates stars in a bitmap.
Here's the code which I'm about to show:
Hi. I've done a code that can show a generated "constillations" (sp ) like in outer space, known as a "Star Generator" which generates stars in a bitmap.
Here's the code which I'm about to show:
Generating Universe with System.Drawing.Bitmap before Xna.Texture
benwalker
Oh okay so I don't have to worry about creating textures.
Thanks! :)
stallion_alpa
YOu would probbly generate it as part of your build process and just import the artwork as a texture files.
Or you could use a pointlist and draw the points like I did in the spacewar retro code. See retro/retrostarfield.cs
Or you could use a pointlist to draw into an offscreen texture and use that texture.
nairB
aragon127
All I get when applying this is a
"Index was outside the bounds of the array" error.
Any idea's, I even tried applying the surface directly on to the new texture surfac which does not produce errors
Alin Constantin - MSFT
Okay, that helps.
So If I wanted to develop a game for XBox (well I don't have one right now), how would I go about generating my own texture if there's no System.Drawing namespace support for XBox 360
Luc Pettett
You should set the position of your stream back to the beginning before you try to read the texture from it.
tempStream.Seek (0, SeekOrigin.Begin);
But AFAIK there will be another future problem if you want to run this on the XBox. System.Drawing will be not supported there.
ku19832001
Never mind me, good rule of thumb, always check the rest of your code before putting questions on a board.
Damn array's.
Although the effectgenerated is not a starfield as such but a nice gradient colout texture, ideas on how to use this methof a starfield