Shooting What code could u use for something to shoot. would this event work: if(GamePad.GetState(PlayerIndex.one).Buttons.A == ButtonState.pressed) shoot = true; if(Shoot = True) { bullet.X = Player.X; bullet.Y = Player.Y; buller.Y += bulletSpeed; shoot = false; } Tag: XNA Game Studio Express equivalent to progressive mesh Game Technologies: DirectX, XNA, XACT, etc.
dotproduct3 support? How can I tell if the dotproduct3 texture operations are supported I'm assuming this can still be done in with the effects framework as I don't see a way to do it in through the framework API... Tag: XNA Game Studio Express equivalent to progressive mesh Game Technologies: DirectX, XNA, XACT, etc.
Diffuse HLSL for Skinned Mesh has anyone managed to get diffuse working in HLSL for an animated skinned mesh
I really hope so because I cant get mine working, it just looks weird. can someone please let me know the secret. FYI - the animation is working great with the vertex shader applying the bone transformations, etc ... its just the lighting I need sorting now :O)
Thanks,
Dave. Tag: XNA Game Studio Express equivalent to progressive mesh Game Technologies: DirectX, XNA, XACT, etc.
Saving out Vector3's Hi,
I'm trying to save out and reload a list of vector3's that contain the positions of each triangle vertex in a mesh.
I've followed the 'saving out data' threads and I have the following content processor:
[ ContentProcessor ]
public class MyProcessor : ModelProcessor
{
public override ModelContent Process( NodeContent input, ContentProcessorContext context)
{
ModelContent model = base .Process(input, context);
foreach ( ModelMeshContent mesh in model.Meshes)
{
int nNumIndices = mesh.IndexBuffer.Count;
Vector3 [] vertices = new Vector3 [nNumIndices];
for ( int i = 0; i < nNumIndices; i++)
{
int index = ( int )mesh.IndexBuffer[i\];
VertexPositionNormalTexture vertex = ( VertexPositionNormalTexture ).VertexBuffer.VertexData.GetValue(index);
vertices[i\] = vertex.Position;
}
mesh.Tag = vertices;
}
return model;
}
}
This gives a casting exception when compiling a mesh. Also if they are stored as strips and not lists this will be incorrect. What would be the correct way to do this and also to access the list of vector3's in game
Tag: XNA Game Studio Express equivalent to progressive mesh Game Technologies: DirectX, XNA, XACT, etc.
Problems with SurfaceFormat.Bgra1010102 on the XBOX360 graphics . PreferredBackBufferFormat = SurfaceFormat . Bgra1010102;
If I have the above line right after I create my GraphicsDeviceManager, anything I render to the screen comes out as total garbage in terms of color values *except* while one of the 360's panels (or whatever they're called - the ones the big X button brings up) is rendering. In that case everything renders fine.
Simple example, I render out a farily heavily tessellated quad who's verts range from -32 to +32 in world space (in both X and Z directions, Y = 0). My vertex shader passes abs( worldPos.xz ) into the pixel shader as a texture coordinate and the pixel shader returns float4( frac( texCoord ), 0, 1 ) .
I expect this to give me a repeating pattern of squares that range from black in one corner to yellow in the opposite corner, mirrored about the X and Z axis. If I leave the surface format at it's default value, I get exactly that. If I set it to 1010102 then the it shades the right pixels but it fills them with the wrong values and I get pretty much random colors - though if I bring up a panel it renders as it should in the background.
I've tried setting a breakpoint on my DrawIndexedPrimitives call and comparing render states through the debugger but I just can't figure out what the difference is between the panel being up and it being hidden. I'm guessing the difference is hidden somewhere inside of wherever it is that XNA stuck Present (or whatever it's 360 equivalent is).
Do I need to create an explicit render target and resolve that to the backbuffer myself (which is what I suspect the crazy side panel drawing code does to the backbuffer) or am I just missing a flag somewhere Tag: XNA Game Studio Express equivalent to progressive mesh Game Technologies: DirectX, XNA, XACT, etc.
Where are the Creators Club? Hi,
Where can i buy the creators club subscription Cant find it on XBOX life anyware... Tag: XNA Game Studio Express equivalent to progressive mesh Game Technologies: DirectX, XNA, XACT, etc.
Shooting to make something shoot would this work:
Vector2 bullet
Vector2 player
Bullet = Player;
if(GamePad.GetState(PlayerIndex.One).Button.A == ButtonState.Pressed)
Bullet.X += 5;
if not could you post some code taht would Tag: XNA Game Studio Express equivalent to progressive mesh Game Technologies: DirectX, XNA, XACT, etc.
how do i learn to write games 4 mobile a basic question on how yo start writing codes 4 mobile games Tag: XNA Game Studio Express equivalent to progressive mesh Game Technologies: DirectX, XNA, XACT, etc.
How do you canncel your XNA Creators Club subscription? Just want to know step by step of where to go so I won't get change other $50 after my 4 months are up. I can't find how to do it on the site.
Thanks! Tag: XNA Game Studio Express equivalent to progressive mesh Game Technologies: DirectX, XNA, XACT, etc.
Anyone else rolling their own numerics? Just wondering how many other people out there are finding that XNA numerical classes/structures fall a little short of their needs and therefore are writing their own For us, we needed to give our scene graph objects a coordinate frame where the rotation, scale, and translation transformation components are kept separate from one another; this is something similar to what is described in the book 3D Game Engine Architecture ( http://www.amazon.com/Game-Engine-Architecture-Engineering-Applications/dp/012229064X ). XNA didn't quite fulfill this niche, which is understandable as I imagine one constraint during its design was to make it easier to use. So, in the end, I'm thinking about writing my own 3x3 matrix struct, and my own Transform struct (which represents the above mentioned coordinate frame construct). Has anyone run into any problems integrating their owns numerics with XNA's Tag: XNA Game Studio Express equivalent to progressive mesh Game Technologies: DirectX, XNA, XACT, etc.
Calculating normals for large mesh with no vertex to triangle info I have a mesh of 100.000 triangles where I need to calculate the normals for the vertices.
The datastructure, I am using, does not point from vertices to triangles, but only the other way arround.
I therefore defined my vertex normals as the sum of the triangles using them, weighted by the triangles size. I simply set all vertex normals to zero and then run through my triangles (when running through them anyway for some other task) and add a triangles normal (weighted) to the vertices it uses.
The I run through all vertices and normalize the normals. This is suposed to give me a valid normal for the vertices. I am not much liking waht i see though. The entire terrain is filled with little pyramids. Light ones and dark ones. When I look at the normals, by a pixelshader that outputs the normal as a color, it is obvious that the problem is in the normals.
I can however not figure out what the problem is. I would say that my method is correct, and I am rendering pr pixel diffuse lighting, which should be correct as well. The result is not right though. It looks like a silly impersonation of goraud shading.
A problem that I can see is normals which are summed together to form a null normal, which is thisn normalized to either an error, or if there was some roundoff error, it can be normalized into anything. It doesnt apear to what happens, and if it was, I would not expect to see it that often.
I have been cursing at this for two days now, and I could really need some advice. Any hints, as to where I might be doing something silly, will be greatly apresiated.
screenshots:
www.greenleaf.dk/pyramid/terrainSolid.JPG
www.greenleaf.dk/pyramid/terrainWire.JPG
www.greenleaf.dk/pyramid/terrainNormals.JPG
www.greenleaf.dk/pyramid/terrainNormalsCloser.JPG Tag: XNA Game Studio Express equivalent to progressive mesh Game Technologies: DirectX, XNA, XACT, etc.
How can I directly stop drawing a pixel? Maybe it's a very essential question but...
Which is the statement in the pixel shader to stop drawing a pixel
Stopping it that way would have any negative effect
Thanks Tag: XNA Game Studio Express equivalent to progressive mesh Game Technologies: DirectX, XNA, XACT, etc.
Starting work on my GUI system Well, I've hit a wall with my game's development, and since there was no GUI with XNA 1.0, I've decided to go ahead and make my own GUI system. I implemented a lot of mechanics for my game, but I need greater interaction to proceed development in a sane manner.
So far I've just implemented the text drawing stuff from scratch. It uses only monospace fonts generated with BMFontGenerator without using the generated .xml file. It's decidedly minimal to use only monospace fonts, but keep in mind two things - 1) my particular game doesn't require anything more robust than monospace fonts and 2) a game's engine should be designed around the game's specifc requirements. Otherwise you're scope creepin. I remind myself constantly not to let cool tech get in the way of my cooler game.
Tomarrow I'll probably bust out the GUI border system. I've still not decided how to handle events yet... I have my own purely OO way of doing things that work great in any OO langauge, and I pause to use c# built-in event facilities (events, delegates, etc). I just don't see why I would use those facilities when I can seem to more easily and simply do events in a classical OO way... No broke, no fix...
GUI development could be a bit of a trudge... but oh well :P At least XNA will make it as rapid a trudge as possible! If anyone would like to help out, let me know on this thread. I've implemented two GUI systems from scratch in C++ before, so I know pretty well what I'm doing :) Tag: XNA Game Studio Express equivalent to progressive mesh Game Technologies: DirectX, XNA, XACT, etc.
Camera woes Hi all. I'm having trouble with my camera class. All is well (walking, elevating, strafing) until I pitch up a bit and start yawing. What happens is, as I'm yawing, the camera seems to be rolling in the direction of the yaw on its own. This only happens when I have my camera type set to FPS, where I'm trying to limit to yawing on the world Y axis. The FREE type works as intended and yaws on it's own local Y (Up) axis. Any ideas
Before:
http://img435.imageshack.us/img435/2787/ss1ja1.jpg
After pitching about 35 degrees up and then yawing to the left several times around:
http://img282.imageshack.us/img282/4946/ss2aq7.jpg
I pasted my Yaw, Pitch, and BuildView methods below.
Yaw
public void Yaw( float angle, float dt)
{
Matrix m = new Matrix ();
// If camera is FPS style, create rotation around world Y
if (m_Type == CamType .FPS)
{
m = Matrix .CreateRotationY(angle * dt);
}
// If camera is FREE style, create rotation around local Up axis
else if (m_Type == CamType .FREE)
{
m = Matrix .CreateFromAxisAngle(m_Up, angle * dt);
}
// Transform Right and Look vectors by rotation matrix
m_Right = Vector3 .Transform(m_Right, m);
m_LookAt = Vector3 .Transform(m_LookAt, m);
}
PITCH
public void Pitch( float angle, float dt)
{
Matrix m = new Matrix ();
// Create rotation around local Right axis
m = Matrix .CreateFromAxisAngle(m_Right, angle * dt);
// Transform Look and Up vectors by rotation matrix
m_LookAt = Vector3 .Transform(m_LookAt, m);
m_Up = Vector3 .Transform(m_Up, m);
}
BuildView
public void BuildView()
{
// Building the matrix (right-handed)
// rx, ux, fx, 0
// ry, uy, fy, 0
// rz, uz, fz, 0
// -r.p, -u.p, f.p, 1
m_LookAt = Vector3 .Normalize(m_LookAt);
m_Right = Vector3 .Cross(m_Up, m_LookAt);
m_Right = Vector3 .Normalize(m_Right);
m_Up = Vector3 .Cross(m_LookAt, m_Right);
m_Up = Vector3 .Normalize(m_Up);
// Build view matrix
float x = - Vector3 .Dot(m_Right, m_Pos);
float y = - Vector3 .Dot(m_Up, m_Pos);
float z = - Vector3 .Dot(m_LookAt, m_Pos);
m_View.M11 = m_Right.X;
m_View.M12 = m_Up.X;
m_View.M13 = m_LookAt.X;
m_View.M14 = 0.0f;
m_View.M21 = m_Right.Y;
m_View.M22 = m_Up.Y;
m_View.M23 = m_LookAt.Y;
m_View.M24 = 0.0f;
m_View.M31 = m_Right.Z;
m_View.M32 = m_Up.Z;
m_View.M33 = m_LookAt.Z;
m_View.M34 = 0.0f;
m_View.M41 = x;
m_View.M42 = y;
m_View.M43 = z;
m_View.M44 = 1.0f;
} Tag: XNA Game Studio Express equivalent to progressive mesh Game Technologies: DirectX, XNA, XACT, etc.
Where is the PositionColoredNormal Vertex type in XNA? I'm migrating from mdx to xna but I can't seem to find the xna equivalent of the mdx vertex type 'PositionColoredNormal' how do i get this vertex type in XNA I just want a texture-less colored cube with lighting, it seems strange that there is a more complex VertexPositionNormalTexture type, but no VertexPositionNormalColor type... Am I missing something here Tag: XNA Game Studio Express equivalent to progressive mesh Game Technologies: DirectX, XNA, XACT, etc.
Rotation help I think I'm being dense today, but I can't figure this out for the life of me. I have a model that I want to rotate across the X and Y axis. My issue is that when I rotate across the Y axis, I always want the rotation to occur as if the axis was vertical in terms of world space. If I multiply by my X rotation first, obviously the Y axis moves with it, so rotating about the Y axis will rotate it about its transformed axis. If I multiply by my Y rotation first, the X axis moves with it, so my X rotation is now turned along with it. I basically want to rotate downward and then left/right independently from what the actual transformed axes become...or, rotate left/right and then downward independently. When I rotate about the X, it should always rotate straight down, and when I rotate about the Y, it should always rotate left/right, no matter which rotation came first. The axes from local space should remain the same forever. If that makes any sense. :) It seems like I need to do a Matrix.CreateFromAxisAngle() (or the quaternion equivalent), however I cannot seem to find the parameters which make it do what I want. I'm sure I'm just being stupid...any help appreciated. Thanks! Tag: XNA Game Studio Express equivalent to progressive mesh Game Technologies: DirectX, XNA, XACT, etc.
XACT with XNA Hi I recently attempted to use XACT for a 2d game using C++, and i got an error when loading the global settings file, which i never managed to debug and so used a different audio API instead. Now i am coding audio for a 3D game using XNA and C#, the same thing happens when i attempt to load the xgs file. However it throws a much more helpful sounding Exception: "XACT could not load the data provided. Make sure you are using the correct version of the XACT tool." I have checked that i have the most up to date, december 2006 version of XACT. I heard that only the august 2006 version of the actual creation tool works with XNA, is this true it seems a bit silly if it is, does it mean i have to use the august 06 version of DirectX if i want to use XNA properly Is there anyway of just downloading august 2006 version of XACT without reinstalling the whole SDK Also does anyone know if is there any plans in giving XACT anywhere near half the useful features that DirectSound has Thanks :) Tag: XNA Game Studio Express equivalent to progressive mesh Game Technologies: DirectX, XNA, XACT, etc.
Can I use standard tcp/ip protocol on XBOX360? I want to make a mmo card game, and I already have a server, and I want my program running on xbox360 connect my server on a pc server running windows.
Can I use standard tcp/ip Tag: XNA Game Studio Express equivalent to progressive mesh Game Technologies: DirectX, XNA, XACT, etc.
ResourceManagementMode & LoadGraphicsContent Hi. i have question about: void LoadGraphicsContent(bool loadAllContent); what belongs to what group (ResourceManagementMode) i see that Texture have parameter that control it, but where is Effect, Model... is there any list what is automatic and what is manual Tag: XNA Game Studio Express equivalent to progressive mesh Game Technologies: DirectX, XNA, XACT, etc.
Rotating a 2d sprite Hey all,
I would like to know if it is possible to rotate a 2d sprite at a given angle If so, how
thanks alot,
ggcourtois Tag: XNA Game Studio Express equivalent to progressive mesh Game Technologies: DirectX, XNA, XACT, etc.
Private Network Functionality with XNA Hey guys, Does anyone know if there will be any networking API included with future released of XNA Im not looking for developing for Live! but for a custom client/server structure. Any insight would greatly be appreciated. Tag: XNA Game Studio Express equivalent to progressive mesh Game Technologies: DirectX, XNA, XACT, etc.
Multiuser games? Just curious... but has anyone used XNA/C# to develop MOG's or even MMOG's Tag: XNA Game Studio Express equivalent to progressive mesh Game Technologies: DirectX, XNA, XACT, etc.
Sprite Blitting question - Wondering if this is still a problem Hi all, When Beta 1 was out I dove right in and started working on a simple demo that moved a sprite with some alpha transparancy around the screen. The way I had it set up was something like this: -I had a class set up for the sprite that I called Player -The Player had a Vector2 for his screen position. -If the user was pushing the left thumbstick in any direction, the Player class's move function was called ,where a new X and Y location was made based on the angle that the thumbstick was pointing. -When Drawing the sprite, I'd get the sprite's screen position vector via a get property. Doing it this way often made my screen position vector have decimal values for the X and Y screen position of my Player sprite. This caused some funky issues when blitting the sprite to the screen, where there'd be a weird outline around the sprite as I moved it around certain parts of the screen. Eventually I realized this was because I was trying to blit the sprite to a screen point like (320.53, 240,19) as opposed to blitting to a screen location like (320,240). What I did to compensate for this was basically send back a new Vector2 location with the screen position rounded to integers whenever I wanted to get the Player's current location for blitting. Unfortunately I've since altered the code to the point that I really don't want to go and toy with it at this point to see if it would still do the same thing in the 1.0 GSE release, and I was wondering if anyone knows if this still happens. Since I ran into that problem with Beta 1, I've always just blitted my sprites to whole number positions on screen to avoid this possible conflict. And can someone perhaps give me an idea as to why exactly I was getting that weird outline around the sprite if I wasn't blitting the sprite to an exact integer location I'm really just wondering what the exact reason is that something like this happened. I can post pics of the odd outline if need be, but it might take a little while to find them again. Tag: XNA Game Studio Express equivalent to progressive mesh Game Technologies: DirectX, XNA, XACT, etc.
2d resets with nuclex fonts? I've done the resets from Shawn Hargreaves blog and it's worked in the past, but since i moved over to the nucles font engine these dont work(even in a minimalistic demo setup). The model(s) are still skewed.... anyone have a workaround Tag: XNA Game Studio Express equivalent to progressive mesh Game Technologies: DirectX, XNA, XACT, etc.
Could C# be the future of gaming? Since XNA is using C#, and is is a more intuitive language than C++, is it possible that in the future that C# will dominate, espessially in AAA titles. Could XNA be ushering a new way of programming in the main stream Tag: XNA Game Studio Express equivalent to progressive mesh Game Technologies: DirectX, XNA, XACT, etc.
XNA Quake bin release 2 New release of my Quake port to XNA. This one as a lot of new features like player walk, weapons (axe and rl), teleports and items. I still don't have help on this so things move slow. http://perpixel.dyndns.org/~guillaume/xna_quake_release_0.02.zip Enjoy! Tag: XNA Game Studio Express equivalent to progressive mesh Game Technologies: DirectX, XNA, XACT, etc.
RocketCommanderXNA Mouse Issue I've successfully compiled the RocketCommanderXNA. However, when I run it I cannot click on any menu items. My mouse is moving around the screen but nothing I do allows it to work. I've looked at the source and it looks as if there are hot keys, but those do not work either. Also, whenever I attempt to debug and step through the code, it pukes on a renderTarget line and I can't debug in that fashion. Anyone have any idea whats going on and can point me in the proper direction Thanks! Tag: XNA Game Studio Express equivalent to progressive mesh Game Technologies: DirectX, XNA, XACT, etc.
Static properties for nonstatic member variables? The example space wars game does this, could anyone explain to me (or point me towards a resouce that explains) how this works Do classes that use static property fields for nonstatic member variables only work when there's one instance
Thanks, sorry if this is a stupid question... Tag: XNA Game Studio Express equivalent to progressive mesh Game Technologies: DirectX, XNA, XACT, etc.
Building XACT project has failed error when building Spacewar Building XACT project has failed error when building Spacewar Starter Kit i have latest version XNA Game Studio Express, XNA Framework, DirectX SDK any tips thanks =) Tag: XNA Game Studio Express equivalent to progressive mesh Game Technologies: DirectX, XNA, XACT, etc.
multistream rendering problem im trying to get multi stream rendering working in dx10, i'm just hacking around with the multistream sample ATM. (what ive got in comments is what was there origonally) /*
const D3D10_INPUT_ELEMENT_DESC vertlayout_singleindex[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 1, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 2, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
};
*/
D3D10_INPUT_ELEMENT_DESC vertlayout_singleindex[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD0", 0, DXGI_FORMAT_R32G32_FLOAT, 2, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
};
UINT iNumElements = sizeof(vertlayout_singleindex)/sizeof(D3D10_INPUT_ELEMENT_DESC);
D3D10_PASS_DESC PassDesc;
g_pRenderScene_SI->GetPassByIndex( 0 )->GetDesc( &PassDesc );
V_RETURN( pd3dDevice->CreateInputLayout( vertlayout_singleindex, iNumElements, PassDesc.pIAInputSignature, PassDesc.IAInputSignatureSize, &g_pVertexLayout_SI ) );
and in the shader: (was just Normal, which i changed to colour) struct VS_INPUT_SI
{
float4 Position : POSITION; // vertex position
//float3 Normal : NORMAL; // this normal comes in per-vertex
float4 colour : COLOR;
float2 TextureUV : TEXCOORD0; // vertex texture coords
};
then CreateInputLayout either crashes or returns hr = invalid args (0x80070057) so fails. am i doing something noticably wrong Tag: XNA Game Studio Express equivalent to progressive mesh Game Technologies: DirectX, XNA, XACT, etc.
ID3D10Effect::Get**() - what happens when handle isn't found?? Morning all,
Just made a dumb mistake with my code that cause a bit of frustration. I now know the cause, but it doesn't make sense and I don't see how to fix it
I had some simple code along the lines of:
ID3D10EffectTechnique *t = g_pEffect->GetTechniqueByName( "name" ); if( NULL == t ) { // Technique called "name" doesn't exist - error! }
But D3D10 plodded on straight through this trap and eventually crashed when creating a state block during rendering (note: this is a bad error - it just hangs the app, no failed return code). A bit of investigating showed that GetTechniqueByName () returns garbage instead of NULL like previous FX9 did.
There is no mention in the specs I have nor the documentation about how to check if a technique (or variable..) exists and no mention of special return codes to check for...
So, anyone come across this I'm hoping I'm just doing something stupid here - I can't understand why there wouldn't be a way of checking this sort of thing short of complete enumeration of the effect.
Any help is appreciated!
Cheers, Jack Tag: XNA Game Studio Express equivalent to progressive mesh Game Technologies: DirectX, XNA, XACT, etc.
Video/Animation Playback Hi,
I'm currently writing a library (for XNA/DirectX) for
animation/soundless video playback, and I have a few design questions
for the pros out there if you don't mind answering them :
I'm having my animation class inherit from game component, and
update the frame depending on game time in the overriden Update method,
and render it in the overidden Draw method, but even when I preload my
textures to render, playback is choppy. Not sure exactly why, but I
notice this only when I have significant number of frames (I noticed it
with 100 frames, but *not* with 10/15). This problem may be linked and
solved by the 2nd point, so please read on. When I preload all the textures for the frames in the animation
(and the no. of frames is small, as explained in point 1), the
animation plays back perfectly. Now I've also added the capability
for future frame textures to be loaded on-the-fly asynchronously (using
delegates) whilst the animation is playing, in order to a) I can't
preload all the textures for a big video since they can have 1000s of
frames... ba) To minimize loading time. From this I've discovered
that the problem is caused by the slow loading time of frame textures
in comparison to the playback rate (typically about 300ms compared to
30ms). Clearly the playback will overtake the on-the-fly preloading
rather quickly, causing playback to wait up, making it appear choppy.
So all I want to do it somehow quicken the preloading time for
textures. This is my current code:
' Create new frame texture and store it in the array. Dim creationParams As New TextureCreationParameters( _ 0, 0, 0, 0, SurfaceFormat.Unknown, ResourceUsage.None, ResourcePool.Managed, _ Nothing, FilterOptions.None, FilterOptions.None)
_frameTextures(frame) = Texture2D.FromFile(graphicsDevice, _dataStream, byteLength, creationParams)
As you can see I'm loading from a stream (FileStream in my tests).
I've fiddled around with the parameters quite a bit but this code makes
it the quickest - still not quick enough .
I hope that some of you may have ideas on how video rendering is
done by other programs, or more likely just some new ideas. Thanks in
advance for any help!
Alex
P.S. If there are any premade animation playback libraries for XNA
already please do let me know, but I've searched and I doubt it anyway
since XNA is still very young. Tag: XNA Game Studio Express equivalent to progressive mesh Game Technologies: DirectX, XNA, XACT, etc.
Martin Schmidt
is there something like a progressive mesh supported in xna
Re: XNA Game Studio Express equivalent to progressive mesh
Jon Watte
XNA has no specific support for progressive meshes, but you can express progressive meshes in XNA using sliding window vertex and index buffers (that you construct yourself).