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- The .xap file "Content\Audio\MyGameAudio.xap" is the wrong version.
by Vendetta
- 4 Replies
- Last post
by The ZMan
- Hello, I am new to programming and have just completed part #3 of the Going Beyond tutorials. I followed it exactly, yet when I go to compile the final result, I get an error message: The .xap file "Content\Audio\MyGameAudio.xap" is the wrong version. I am running fully updated Visual Studio C# Express, and I downloaded XACT from the April 2007 DirectX SDK. Here is the code that deals
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- Error in XNA
by pspballer07
- 7 Replies
- Last post
by hpjchobbes
- I don't know if I have a bad video card... Or not the right stuff installed.I get this error message when debugging:Could not find a Direct3D device that has a Direct3D9-level driver and supports pixel shader 1.1 or greater.My video card has 64mb and I have DirectX 9.0 installed.help
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- Combining two effect
by Xadja
- 10 Replies
- Last post
by Xadja
- Hi, i am trying to render mesh with two effect: the first - simple texturing effect, and second - simple directional light and always get a result of first shader. And when i am rotate camera i get a strange artifacts.
May be someone can show me a working render with two effects and mesh
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- Newb question: different textures for different resolutions?
by Grotius
- 8 Replies
- Last post
by Jon Watte
- Hi there,
I've made a couple of games in GSE now, and in each case I programmed the game in 800 x 600, which is rather silly given that I have a monitor that supports resolutions all the way up to 2560x1600. I understand that I can get the user's window size and adjust my game to fit it at startup, though I haven't really played with that yet. But what about textures Is the best practice to in
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- Timing gamePad button, trigger and thumbsticks
by Will (A&#4
- 4 Replies
- Last post
by hpjchobbes
- I can't figure out how to report the ammount of time that gamepad buttons, trigger or thumbstuicks have been pressed/non-zero for.
Does anyone have any ideas
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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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- Microsoft.Xna.Framework.Graphics.GraphicsDevice does not contain a definition for 'BeginScene' ?!?
by Bloom326984
- 5 Replies
- Last post
by Bill Reiss
- I am confused, I keep getting an error telling me GraphicsDevice does not contain a definition for BeginScene. All the posts I find elsewhere (for example http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=684405&SiteID=1 ) show that as the method to use, as it was in MDX. Any idea what's going on here
Thanks
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- Distributing games with XNA runtime
by Scorchio
- 7 Replies
- Last post
by XNA Rockstar
- So what's the best way to distribute the XNA framework with a game Just point people at the framework download on the Microsoft site Include the XNA framework installer with the game I was clicking around and found in the project properties-> "Publish" -> "Application Files..." options, I can set the publish status of Microsoft.Xna.Framework.dll and Microsoft.Xna.Framewo
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- Official List of Features and Limitations of the various Pixel Shader versions?
by Kyle_W
- 13 Replies
- Last post
by leclerc9
- Does anyone know of an official list of features and limitations for the different Vertex Shader and Pixel Shader versions (1.1, 2.0, 3.0, etc)
I couldn't find anything on the Microsoft or nVidia web sites or on the web. I don't even know for sure who governs these standards.
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- RAKNET-Converting C++ to C#
by Xythe
- 1 Replies
- Last post
by The ZMan
- I am in desperate need of networking code, and I found RAKNET. Now RAKNET is built in C++. How can I convert it to C# Any help would be awesome. -Xythe
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- Loading MechCommander 2 models
by crossraleigh
- 3 Replies
- Last post
by crossraleigh
- I have the .ase files from the Shared Source release, and I would like to use them in my game. I don't want to parse the files myself if I don't have to, but I can't find a way to import them back into Max.
Does anyone know of a good converter I've googled around but I can't find anything very robust. Are the original Max models available
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- Pay to play a friends game?
by TeXhNoLyZe Wolf
- 2 Replies
- Last post
by TeXhNoLyZe Wolf
- Ok srry if this has been asked or adressed already, I did not see it, so if I DL the launcher on the 360, and a friend of mine has the membership and all that other stuff and makes a game, I have to have a membership as well just to play Because I find it kinda dumb if I have to pay $100 to play a friends game, (If I were not to be making games and such and just wanted to play others games). It se
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- Is it possible to use XNA in VS Orcas TS?
by LOST_FREEMAN
- 2 Replies
- Last post
by Stephen Styrchak - MSFT
- I've downloaded & installed xna_redist.msi.
Where do the XNA's assemblies lie I can't locate them. The only DLL I found was "XnaNative1.dll". It's not an assembly nor COM component.
Is it possible to use XNA in VS Orcas TS's C#
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- Visual Studio and DXUT
by shade29450
- 1 Replies
- Last post
by shade
- Use the STL vector class (actually just include) #include <vector> You get an abundance of deprecated warnings, is there any STL implementation which does give you all these deprecated warnings
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- Single Solution - Multiple Project configuration help
by char1ie
- 3 Replies
- Last post
by Stephen Styrchak - MSFT
- I've done some looking around, here and through google, and I still can't seem to fix my problem. I wanted to make a single solution, which contained two project...each project was identical except one was targeted towards windows while the other was targeted to the 360. I can't get this to work, as sometimes my project will build and debug on windows, and sometimes it will build and deploy to the
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- Leftovers from object pool
by StyleStyle
- 3 Replies
- Last post
by leclerc9
- Hi all, Hopefully I can explain this one properly - the title is the closest match i could get. Question: I am drawing Primitives (stored in a GeometricObject class that has a draw method) on screen via the DrawPrimitives method. But as each new object is created I get a split second flicker in the center of the screen of the object with no size (just a pixel point) and then it is drawn correctly
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- Cannot delegate to VertexBuffer.SetData<T>
by JensR
- 2 Replies
- Last post
by JensR
- I wanted to write a method that basically delegates a call to VertexBuffer.SetData. What I do is simply this: class MyDelegate { private VertexBuffer vertexBuffer; // Some init code public void MySetData<T>( T[] data ) { vertexBuffer.SetData<T>( data ); } } This does not compile and tells me: error CS0309: The type 'T' must be convertible to 'System.ValueType' in o
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- Trying to Get Keyboard Input to Work
by Captsparrow
- 4 Replies
- Last post
by Quantum Vector
- After searching around the web for several days, I still can't get keyboard input to work. In short, all I want to do is move a sprite around using the arrow keys. But all I get is nothing. Please help me get the right code. I have successfully drawn the sprite, but other than that....
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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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- WA!! the XNA wont install in my PC!! someone help me!!
by marc joel
- 1 Replies
- Last post
by S.
- The installer needs visual C# express edition,, but i only have visual studio 2005 standard edition...(vb.net,c++,C#,J#).. what will i do,,do i have to download the express edition wa!!!!! HELP!!!!!!!! THANKS!!!!
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- Compile in Release
by Dr. Zoop
- 14 Replies
- Last post
by Dr. Zoop
- I am in a huge rush right now.
Between VS2003 and VS2005 they moved where you choose whether you compile in Debug or Release mode. Where is it now
I have manually added the drop-down box to the tool bar, but it's grayed out. This is extremely frustrating and critical to testing DirectX stuff.
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- ContentTypeWriter for MeshContent?
by Pocketmnky
- 1 Replies
- Last post
by Michael Morton
- Okay, I've created a custom MeshContent from the MeshBuilder class, I put it in my custom class (that has it's own ContentTypeWriter) but when it comes to output.WriteObject<MeshContent>(customMesh) I get the error:
"Unsupported type. Cannot find a ContentTypeWriter implementation for Microsoft.Xna.Framework.Content.Pipeline.Graphics.MeshContent."
So I'm not sure where to go
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- Will this graphics card be XNA compatible?
by UltimateWalrus
- 6 Replies
- Last post
by Toni Greco
- My current graphics card apparently doesn't have the capability to run XNA programs (they throw the NoSuitableGraphicsDeviceException), so I want to buy a new graphics card. I found this one, which seems to satisfy the requirements: http://www.mwave.com/mwave/skusearch.hmx SCriteria=3666920 It's based on the ATI Radeon X800XL chipset. Wikiipedia claims this chipset is Direct 9.0b compatible, but I
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- Problem with BoundingSphere
by BDev13
- 3 Replies
- Last post
by BDev13
- I am trying to use the BoundingSphere property of the ModelMesh class to perform collision detection. The problem I'm having is that the value of BoundingSphere.Center seems to have nothing to do with where I am drawing the mesh. (e.g. I last drew my mesh at (-110,-550,0) and the bounding sphere is centered at (-5.87,25.0,10.0) with a radius of 127.0.
Below is my draw code for the model (follow
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- ContentManager: Ability to reload assets (important in editors)
by Gadfly
- 1 Replies
- Last post
by BlueG
- If you are building an editor with XNA its important that you have the ability to reload assets. Currently i guess the only option for reloading assets without restarting is to clear the ContentManager and do a complete reload of it.
So - what i would like is something like the following where a reload of the asset can be enforced:
T Load<T>( string assetName,bool reloadAsset);