Insert these lines into the TestBed
public float rot = 0;
protected override void Draw(GameTime gameTime)
// Create a world view projection matrix to use with krypton
Matrix world = Matrix.Identity;
Matrix view = Matrix.CreateTranslation(new Vector3(0, 0, 0) * -1f)*Matrix.CreateRotationZ(rot);
and you will notice that lights get clipped when the camera rotates.
They are completely invisible at every 90degree interval starting at 45 degrees.
Anyone have a solution?
Jan 30, 2012 at 5:44 PM
This is a performance feature. The scissor rectangle is what's causing the clipping.
You have three options:
- Remove the line in Krypton where we set the ScissorRect.
- Use the version of Krypton that is in the Futures portion of the source code download (it's in the newest version under "Source Code")
- Recreate the scissor rectangle to fit the whole light, and nothing but the light.
Option 1 is going to give you a sever performance degredation. (In my experience, at least. Your experience my be different).
Option 3 is the best thing to do.
Option 2 (Krypton.Futures) uses option 3 as it's choice scissor generation tool.
All in all, if you need help implementing it yourself into the current version of krypton, check out Krypton.Futures.