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- Calculating normals for large mesh with no vertex to triangle info
by Thomas Greenleaf
- 14 Replies
- Last post
by bcristian
- 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
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- Recommendations for terrainmesh collision and physics
by Stefander
- 9 Replies
- Last post
by Stefander
- I've been enjoying myself with XNAGSE for a while now, and wanted to start actually developing something real. So I started to play around with shaders a little, looking into terrain collision algorithms, but they all use a heightmap or a bytemap for terrains. What if I modeled something with Maya, loaded it in using the DirectX model content pipeline and wanted to use that as
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- Blender
by Ri-Karou
- 14 Replies
- Last post
by Arek Bal
- Can blender be used with XNA GSE Just wondering b4 i go and get my new comp this week because my desktop crashed...
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- Filling an area using DX9 Sprite
by ThePatrickP
- 1 Replies
- Last post
by Inaki Ayucar
- (C#) Is there a way to fill an area of the screen (not the whole thing) with a solid color (Using DX9/DX9 Sprite)
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- Real API functions in a DX world
by Daniel-Dane
- 12 Replies
- Last post
by Daniel-Dane
- If anyone here know about the programming language GML you would know that Game Maker uses DirectX. The problem is whenever one add a real API (button for example) into it, it will get an ugly border around or if it is an edit it will get artifacts. One solution could be to create a static child window beneath to solve it. But I was thinking whether there are other ways. Maybe turn of DX or D3D in
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- Subscription not available on my Xbox!
by Peter Lillevold
- 14 Replies
- Last post
by Michael Klucher - MSFT
- Hi!
Is there any reason why the Creators Club Subscription is not showing up on my Xbox
I live in Norway, but I've not read anything about any region restrictions on this download. I want in on the fun too!
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- 2D Texture transparency
by Death-WOLF
- 6 Replies
- Last post
by Bill Reiss
- I loaded a 2D Texture from a file, the picture format is bmp for example, it present just a 2D fighter with a blue background, is there some way to display it with a transparent background (indicate that the blue color is transparent), without using a png with alpha
Help please, I don't have time to modify all the sprites in photoshop :)
Best regards
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- Install XNA games on another computer?
by jeffmorris
- 3 Replies
- Last post
by Stephen Styrchak - MSFT
- My desktop computer has Visual Studio C# Express and XNA Game Studio Express. My notebook computer doesn't have these programs. Both computers have Windows XP Home Edition. After building a game in XNA GSE, how do I install the game on my notebook computer I got confused by XNA GSE "Publish" command. Is it possible to publish to a folder on a hard disk or an USB flash drive I would like
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- Gaming groups or websites
by *Jinx
- 6 Replies
- Last post
by atlStylez
- I'm looking for a good 2D gaming development group or website. For example, DeviantArt is where artists go to share their work with other artists. Is there a game dev equivalent I'm a 2D, RPG developer typically. If you know of any other great communitys out there (apart from this one, of course), please let me know. Thanx! *jinx
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- Humorous but somewhat serious question about XNA
by redshock
- 14 Replies
- Last post
by Jim Perry
- Microsoft has claimed the Nintendo Wii as a "kids toy;" however, if XNA can produce graphics and push performance up to what the Wii is capable of handling (games like Half-Life, Sims 2 from most XNA performance claims), does that mean that XNA is a kids toy too
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- DreamBuildPlay is up!!!
by XNA Rockstar
- 14 Replies
- Last post
by Dave Mitchell - MSFT
- Now go register!!
Actual contest details to come the week of Feb 5th
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- Pixel Shader 1.1
by Jose Rodolfo
- 14 Replies
- Last post
by Barbarian of the West
- Hello, I'm studying the possibility to use XNA todevelop some educational games, but I Have a doubt, does every student that will play a simple game of mine will have to buy a video card that supports pixel shader I wonder if there is a way to develop a game in XNA and not to use pixel shader, I'm from Brazil, and many of the students does not have a good video card.
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- Rants on XNA 1.0
by qrli
- 14 Replies
- Last post
by qrli
- This is my first reaction when I installed and tried the 1.0 of XNA. To summarize my feeling: it's still 95% for XBox and no nearer to replace the old MDX 1.0. So I decided not to migrate from MDX to XNA though I want to do that very much. I feel like MDX 2 more; amen to MDX 2. The hardest issue for me is the content pipeline, which is very necessary, but the workflow is fixed and it assumes the c
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- please take new forum posts over to http://creators.xna.com
by David Weller - MSFT
- 14 Replies
- Last post
by Mike36
- Very soon, these forums will no longer permit new posts. The XNA team has moved their forum support over to the new XNA.com site, including the new site for community discussions and headlines, http://creators.xna.com .
We apologize in advance if this creates an inconvenience, but we are very excited about the new opportunities this will offer to our entire community.
We look forward to seei
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- what is best way to render scene with great number of textures?
by NeTBaPb
- 6 Replies
- Last post
by Shawn Hargreaves - MSFT
- xna help:
To use the Texture3D.GetData or Texture3D.SetData methods, Texture3D.ResourceManagementMode must be ResourceManagementMode.Manual and Texture3D.ResourceUsage must be ResourceUsage.Dynamic .
the problem is that texture3d constructor dont have resoursemanagement parameter (while texture2d has)!
is this a bug
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- 2D Collision to Windows boundaries...
by Nukie
- 3 Replies
- Last post
by frogman
- Hi there,
I'm a beginner with XNA, and for the sake of personal knowledge i'm trying to create a simple breakout clone (loving the cliche of this). Anyway, this far i'm going ok, but now I have a problem with collision detection between the ball and the windows boundaries.
I also know what is causing this problem, but I dont know how to solve it.
The code has been set up that the
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- DreamBuildPlay - Any advantage to submitting early?
by Bill Reiss
- 11 Replies
- Last post
by Lima Beans
- For the DreamBuildPlay contest, is it better for me to take every last minute until the submission deadline to tweak my game or is there some advantage to submitting earlier
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- HOWTO: The fastest way to update shader parameters?
by Psycho Potato
- 6 Replies
- Last post
by Jon Watte
- Good day all, I'm new to HLSL/XNA and C#, and here's a rather silly question for y'all. Taking "Effect.fx" that came with the XNA documentation, I see the following "global" declarations:
uniform extern float4x4 WorldViewProj : WORLDVIEWPROJECTION; uniform extern texture UserTexture;
... and say if I were to add one CurrentTime variable for animation, it'll look some
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- XNA Starter Kits
by Carlos Perez
- 1 Replies
- Last post
by Glenn Wilson
- Was wondering if anyone knows if there are any free Starter Kits out there for XNA, besides the ones from TorqueX Beta and XNA Creators Club
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- Post-Processing Woes
by Arkcann
- 3 Replies
- Last post
by Arkcann
- I've started experimenting with full-screen post-processing after using a tutorial on Ramblings of A Hazy Mind (tutorial number 8 I believe), that lets you modify many things using pixel shaders, unfortunately I'm unable to find good examples of post-processing effects that will work with this implementation. I'm not really looking for a different way of doing this, rather I'd like to port an effe
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- 56k download
by Blademasterbobo
- 3 Replies
- Last post
by ivanik
- Just wondering if there's a split up version of the DirectX sdk for 56k users, or something similar. Thanks, BmB
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- Who is using XACT?
by Dugan Porter - Microsoft
- 12 Replies
- Last post
by Alex MacFarlane
- If you are using or considering XACT for your product, could you let us know
Recently we heard from a developer who was about ready to ship an XACT title, and we had no idea. We try to provide as much direct support to early adopters as we can, help them with any problems they bump into, etc; we can also adjust and prioritize our features based on real-world usage.
So, if you're using XACT "
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- Model scaling without effecting the real coords
by Thunder2002
- 2 Replies
- Last post
by Thunder2002
- Hi, when I load my models they don't always have the correct size in relation to each other, so i want to scale them. When i multiply the world matrix of the basic-effect that renders the model with a Matrix.CreateScale(0.2f) matrix i get the visual correct result. But the coords are scaled too. So when i want to set the position of my model i need to multiply the x, y and z coords by 5 to get the
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- size in the 3D space
by ivanik
- 1 Replies
- Last post
by Yorthen
- i have 2 question
1.iam confuse how to correctly match the size of image (ex: *.tga 256x256) to the 3D space when we using CustomVertex.PositionTextured, how can we render the actual size of image in the 3D space
2. ex:
void OnCreateBuffer(object sender, EventArgs e) { VertexBuffer buffer = (VertexBuffer)sender;
positionTex = new CustomVertex.PositionTexture
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- Resource management
by Flecko1
- 2 Replies
- Last post
by Flecko1
- Hi, I was wondering if loadGraphicsContent can ever be called with loadAllContent=true except the very first time. The reason it's an important issue is that if it can, references can go dead, ex. if I load effect in Game1 and give it to object X, then Game1.loadGraphicsContent(true) is called and I have to reload effect, X's reference to effect is no longer any good. This can be solved with some