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- Creators club problems
by sarge mat
- 3 Replies
- Last post
by Sidener
- HI all.
I have got the creators club of Marketplace and XNA on my PC. But I cant get the 2 to connect. I am useing ethernet ports to connect both my PC and 360 to by BT home hub but they cant seam to connect. Do I need to change any fire wall settings to allow the Creators club axcess. I have all ready tried with no luck. It would be much easer if you didnt need to be on live at the same time.
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- About the fate of DirectX?
by VThornheart
- 7 Replies
- Last post
by VThornheart
- Hi, I'm new here =) Hopefully I'm not asking a question that's been asked a million times before. =) I think I must be missing something important. I read the XNA FAQ, and it sounds to me like they've already deprecated Managed DirectX... does that mean that XNA has/will entirely replace DirectX If I want to write a program using DirectX in .NET, would this then mean that my program will need to
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- How to associate material info with a ModelMeshPart?
by SorcererXIII
- 4 Replies
- Last post
by SorcererXIII
- So each set of polys in a Model with a common material becomes a ModelMeshPart once you load it into the game. What I can't figure out is how you determine which material got associated with which ModelMeshPart. There don't seem to be any public members of ModelMeshPart that tell you the name of that part, or any way to somehow implant your own "blind" data (to use Maya's terminology) an
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- RenderTarget2D rendered with garbage all over it
by Ska Software
- 12 Replies
- Last post
by Shawn Hargreaves - MSFT
- Hi I've got a 2D project where the world is rendered to a 1024x1024 RenderTarget2D texture, then that texture is drawn to the backbuffer. It works fine on my laptop. On my desktop, however, the RenderTarget2D texture is drawn with an overlay of garbage consisting partly of a frame of a DVD I was watching on the other display. I'm clearing the RenderTarget2D texture properly, and everything is draw
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- culling away front faces
by shade29450
- 10 Replies
- Last post
by shade
- I am experiencing problem culling away front faces of a simple cube. The culling is performed in an effect shader with CULLMODE = CW; I have listed the vertex and index buffers below, if anyone have any hints to my error please say soo. SVertex Vertices[] = { { 0.0f, 0.0f, 0.0f}, // v0 { 0.0f, 1.0f, 0.0f}, // v1 { 1.0f, 1.0f, 0.0f}, // v2 { 1.0f, 0.0f, 0.0f}, // v3 { 0.0f, 0.0f, 1.0f},
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- Help with XNA
by madxna
- 1 Replies
- Last post
by Jim Perry
- Hi
http://www.newsxna.com
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- using XNA Framework with no shader capability display driver???
by Arda Cetinkaya
- 14 Replies
- Last post
by Shawn Hargreaves - MSFT
- I have Intel 82852/82855 GM/GME graphic card with no support for shaders.
Is it possible to develop a 3d application with XNA Framework under this condition.When I run a tutorial project I got the message "Both a valid vertex shader and pixel shader (or valid effect) must be set on the device before draw operations may be performed."
I am new to XNA concept. Before I was developing
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- Pixel Shader w-coordinate problem
by duronrulez
- 5 Replies
- Last post
by BLANC Guillaume
- Hi there! I have a pixelshader support only for 1.1-1.4 versions. So i wonder how can i write a multitexturing ps I've tried to modify an existing one but i cant access the w-coordinate. Any help would be great. :) error X4512: cannot access texture coordinate w-component in a general way in ps_1_4 (206): ID3DXEffectCompiler::CompileEffect: There was an error compiling expression ID3DXEffectCompil
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- 2d collison floor detection
by CandyMan
- 4 Replies
- Last post
by hpjchobbes
- Hi. My problem is I'm trying to get a rectangle.Bottom to collide with a rectangle.Top. I can't figure out how to make this happen. Here is the code I am using.
if (p1Rectangle.Bottom > blockRectangle.Top)
{
p1Postion.Y -= 10f;
}
Here the p1position is a vector2 for my player1 figure. I move the figure around and what I want to happen is when the player lands on the blo
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- Framerate Independent Movement
by GroZZleR
- 9 Replies
- Last post
by Shawn Hargreaves - MSFT
- Hey all,
GameTime gives us ElapsedGameTime and ElapsedRealTime. I'm used to using real time for my framerate delta values to move objects - but it appears that Update() is locked at 60 frames per second. So should I be using ElapsedGameTime.TotalMilliseconds as my delta
Thanks all.
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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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- XNA Subscription != MSDN Subscription?
by wvvjoevvw
- 3 Replies
- Last post
by Jason Jaegers
- I have a MSDN Liscense subscription w/full access to the MSDN Subscriber downloads, support, etc. Its expensive (as most here know).
My question is, does this not include access to the 360 XNA studio creators club Do they really want another 99 bucks out of me after paying 2 grand
I'd be real surprised if this was the case. I thought MSFT MSDN Subscription would break this barrier.
Joe
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- how can i create levels for my game
by T2TD
- 3 Replies
- Last post
by mammoo
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- F14 XNA Game with Full Source
by arogan
- 14 Replies
- Last post
by arogan
- Well here it is. I finally got my first game into a releasable state. Screenshot, video, and full source available after the jump. http://aroganworld.blogspot.com/2006/09/f14-xna-game.html I couldn't have done it without the great help from this forum (and all those xna sites). Let me know what you think.
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- How to use View and Projection matrix?
by Marcos Dell Antonio de Souza
- 14 Replies
- Last post
by Punkoff
- Hi. I'm trying to draw a vertex buffer (using PositionColored vertex) but I can't see anything. So, reading about it on the web, I've found that I need to set two matrix: Projection and View. I've donet it! Take a look: // Create the vertex buffer private void OnVertexBufferCreate(object sender, EventArgs e) { VertexBuffer buffer = (VertexBuffer)sender; CustomVertex.PositionColor
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- How to go in fullscreen mode from windowed mode (DirectX)?
by johnny_no1_boy
- 2 Replies
- Last post
by johnny_no1_boy
- Hello. How can I go in fullscreen mode from a windowed mode directx application Thanks...
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- XNA doomed?
by CacheFriendly
- 14 Replies
- Last post
by CacheFriendly
- XNA may be the greatest thing since sliced bread, but I don't see it getting a lot of support until you make a simple web page that explains what features the XNA framework supports and why I would want to use it. I'm not going to download the thing just to figure out what it is.
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- ResourceManagementMode...
by Mel Norris
- 2 Replies
- Last post
by Mel Norris
- I have a couple of quick questions that come from the same base issue. I am trying to implement a "frame stack" texture class. These frame stacks are really just multi-frame animations placed into the same bitmap much like a UV map would be. That being the case, at some interval I need to draw a different sub-texture from within the original texture. This works great for sprites, but whe
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- Can't deploy to Xbox 360 from GSE
by Gunston
- 14 Replies
- Last post
by Gunston
- All
Apologies but this is a repeat post from 31-Jan buried inside another thread that appears to have died.
I can't push code to my Xbox 360 from GSE. This issue has been reported by other people and their problems boil down to either having entered the 25-digit code incorrectly or, in one case, that their router didn't properly support UPnP.
I've regenerated, accepted and reconfigu
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- Joypad problems
by Brian Beuken
- 4 Replies
- Last post
by Brian Beuken
- Hi
have just set up C# EE and XNA game studio, no problems there. Compiled and run ok, but I get absolutely nothing from my Joypad, no buttons, no direction, nada..So am forced to use keys which respond fine
The joypad works fine in other games, so is XNA only compatible with Xbox 360 joypads
TIA
Brian
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- ResourceManagementMode & LoadGraphicsContent
by TheSonny
- 2 Replies
- Last post
by qrli
- 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
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- XBOX >10k sprites per frame !
by Terry A. King
- 6 Replies
- Last post
by Terry A. King
- Just had to test the gfx power with some simple sprites. Printing 48x48 sprites, ideal size for tile map based games it cranked out over 10,000 sprites at just over 60fps Obviously size, scaling, rotation all has a significant impact on speed but nice to know !
I noticed that when the framerate was fixed it didn't matter how many sprites I displayed it always ran at 60fps. How does it do that
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- missing Direct3D device???
by shohom67
- 10 Replies
- Last post
by Cygon4
- Help!
I'm working on my first XNA Project: Learning how to work with 2D images/sprites. I follow the directions completely and I get this in the Main() module when it tries to access the Game1 module:
Could not find a Direct3D device that has a Direct3D9-level driver and supports pixel shader 1.1 or greater.
I tried downloading the Direct3D 9.0 SDK extras package, but it didn't help.
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- Post-Processing glow shader
by a.d.m
- 7 Replies
- Last post
by jsedlak
- I'm trying to get the Glow shader technique discussed in a Gamasutra article (http://www.gamasutra.com/features/20040526/james_pfv.htm) implemented in my XNA project but am struggling with certain aspects of it. The blur of the scene takes place in two separate passes, one for each axis. So when you do the horizontal blur pass, you pass it your scene which you've rendered to a RenderTarget2D. Then
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- Any "Keyboard.SetState"-like features in XNA? A simple question for a complex problem...
by Jocchan
- 5 Replies
- Last post
by Jocchan
- Hi to the MSDN community! I'm currently trying to implement a simple force feedback feature in a motion sensor-controlled Pong clone written using XNA Game Studio Express, but to do so I need to pass a simulated keypress to an external application I cannot modify (GlovePIE, an input emulator who only accepts keypress events). So, I'd need a method to set an unused key's state to "pressed" (while i