-
- XNA-GSE 1.0 ... uninstall Beta 2 first?
by mujadaddy
- 4 Replies
- Last post
by mujadaddy
- When Beta 2 supplanted Beta 1, we needed to uninstall Beta 1 first. Same story, or no PLEASE add this information to the announcements from now on... thanks.
-
- Slow 3D rendering
by Deldy
- 2 Replies
- Last post
by Bill Reiss
- Hi all, im having about 650 polygons, rendering in the code below, the problem is that on the XBOX it runs in about 25 FPS, and hack when it gets rotated. Hope someone has a idea to how I can speed it up:
private void DrawModel( Model m)
{
Matrix [] transforms = new Matrix [m.Bones.Count];
float aspectRatio = 640 / 480;
m.CopyAbsoluteBoneTransformsTo(transforms);
Matr
-
- Rendering custom polygons
by Fiddel
- 5 Replies
- Last post
by The ZMan
- Hi all,
I'm using D3D 9, C# 1.1.
I need to render colored fill polygons. I'm recieving the polygon's coordinates from the user. The only method i know is drawing triangles. is there another one
The problem is I can't figure out what to do with complicated polygons. I don't how to calculate the triangles which will form the polygon.
Any ideas
Thanks.
-
- Alpha Blending (deferred)?
by Nick Darnell
- 14 Replies
- Last post
by Shawn Hargreaves - MSFT
- Is there a way using the sprite batch object that you can render several rectangles, but when alpha blended, it looks like the entire object was rendered first as a single opaque image, and then that image was alpha blended, such that you would never have known it was several smaller pieces assembling the final object Instead of normally seeing each rectangle blended as it overlays another rectan
-
- ContentPipeline logging/debugging
by Johnnylightbulb
- 6 Replies
- Last post
by Johnnylightbulb
- XNA Brains;
I created some code that converts a BSP file into an XNA-renderable map file. It was on the xbox360homebrew.com site. I had everything working in the code, and then I decided to port it over to the ContentPipeline. (I'm liking the pipeline more and more now).
Long story short, I've run into a few nasty bugs introduced while trying to improve my code. I've found debugging to be a
-
- Quadtree project
by ClydeCoulter
- 14 Replies
- Last post
by Fluxtah
- I have started a Quadtree project. It can be downloaded at http://www.codeplex.com/quadtreeload
I would be interested in comments on the direction I am taking on the Quadtree DrawableGameComponent.
I have included a test program called JoshGameXNA. But, open the QuadtreeComponentLib solution and just set JoshGameXNA project as the startup project.
Excuse my C#, but I'm new to it. Any cons
-
- 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
-
- Applying a texture transformation
by Jubber
- 4 Replies
- Last post
by Kyle_W
- Hi - simple problem here - I've got a cube, to which I apply a texture made from the backbuffer - so far so fairly straightforward. However I want to only use a part of the Texture2D I've created - how do I apply a texture transformation to a Texture2D before mapping it over my cube I assume this is the way to change UV coords. Sorry if this is a chump level question - I'm not quite ready yet for
-
- Multi-texturing a mesh
by Andrew Chapman
- 4 Replies
- Last post
by TheWardy
- After some fruitless searching I have found no clear answer to a multitexturing problem I have. I figure it must be so straightforward that no one has bothered to write it down.
How can I apply multiple textures to a mesh, with different textures associated with different vertices My particular problem is related to a terrain engine, but I will reduce it to a simple example. Suppose I have a me
-
- Uploaded mine...
by Bill Reiss
- 14 Replies
- Last post
by Handkor
- When you get done with you game and sumbit it, crow about it here.
A little over 24 hours left until the deadline and I'm so amazed I'm done, so much better than college
Thanks to ZMan for his help, good luck all. I'll post the source code for my submission once the deadline hits.
Bill
-
- Multithreading an XNA game
by Jason Petterson
- 7 Replies
- Last post
by Kyle_W
- Can anyone give me a start I've read and seen all about multithreading (presentations from Gamerfest, Gamasutra, looked at code from C#). But nothing really soaks in till you try it yourself and rewatch/reread everything. What I want to know is how to do it with XNA What do I thread and how do I thread it To test it out I wanted to build 2 programs, one single threaded and one multithreaded. Th
-
- Bug while installing XNA Framework 1.0
by SuperDuperDude
- 3 Replies
- Last post
by ryan.rogers
- Hi,
I really want to get XNA Framework, but when I try to install it a bug appears saying:
"Error writing to file Microsoft.Xna.Framework.Game.dll. Verify that you have access to that directory."
I click Retry and a message appears saying: " The installer has encountered and unexpected error installing this package. This may indicate a problem with this package. The error c
-
- What happened to the dragging and dropping?
by Zingam
- 4 Replies
- Last post
by Roger Klado
- What happened to the dragging and dropping of game components in GSE Beta 2
-
- XNA's use of Collections
by Aaron Leiby
- 14 Replies
- Last post
by Aaron Leiby
- XNA uses Collections for a lot of things: ModelMeshCollection, ModelEffectCollection, EffectPassCollection, ModelMeshPartCollection, etc. which results in a lot of foreach iteration in code. I recently discovered the CLR Profiler and started poking around. It appears that using foreach on these Collections results in creation of SZArrayHelper and Enumerator helper objects. Most other systems are d
-
- How do i create models in XNA?
by Demonslayer
- 4 Replies
- Last post
by waruwaru
- How do i create a model in XNA
-
- XNA Game Launcher On Marketplace!
by teh_programerer
- 3 Replies
- Last post
by Michael Hansen
- I noticed that the XNA Launcher is available from the XBOX Live Marketplace, however, when will the full release of XNA GSE be out
-
- Free-moving camera?
by ricodued
- 12 Replies
- Last post
by ricodued
- How exactly would I go about implementing a free-moving camera I looked at the How To: Rotate and Move a Camera in the docs, but it doesn't seem to build for a 360 project. Any help or a point in the right direction
-
- Problems with rotation and stuff
by dtsn
- 1 Replies
- Last post
by LeeC22
- Sorry for the bad title, i don't really know what i have a problem with (i think thats the problem). I am currently building a simulation for some real life robots i have created in my final year of University, unfortunatly i don't have enough of the robots to do what i want (and i have to demo it tomarrow) so i've turned to XNA game studio express to build something really quickly. However i'm a
-
- Color Banding
by Bloom326984
- 11 Replies
- Last post
by Bloom
- I am getting color banding issues when viewing my project on my Xbox 360. The textures look perfect when the app is ran on windows, using the same XNA source just in a different project. But when I display the textures on an Xbox 360, I get serious color banding. These issues are most pronounced when my Xbox is set to output at 720p or higher resolutions, but the color banding is still there even
-
- Completely confused
by Eighthxplayer
- 8 Replies
- Last post
by Ely
- I recently downloaded XNA and took the video tutorials I could find, but every one of them seemed to have a diffrent version then mine. I found the XNA tutorial microsoft provided, and started following it. Right in the middle of it when I first started coding, it began to get very confusing. His coding was much diffrent then mine, and he was pasting in new coding. I began to fool around with it t
-
- Rotating model, with multiple parts
by Deldy
- 3 Replies
- Last post
by Mike36
- Hi all,
One of the persons on my team has designed a model, that has more than one part. When we try to rotate the model in XNA, it rotates every piece. If there anyway to choose to rotate the whole model, instead of the piece
-
- Question about 'EffectParameter' class
by Ultrahead
- 8 Replies
- Last post
by Ultrahead
- Given that the EffectParameter class is sealed I need to ask: any chance for future versions to take advantage of generics for methods like SetValue and GetValue
I 'm not meaning to create a new 'EffectParameter<T>' class (what'd make it difficult for the 'EffectParameterCollection' class), but something like:
GetValue<T>() or GetValue<T>(T dummy) -the latter to avoid th
-
- How to get a lit sphere colored sphere/cube in XNA
by Ceres629
- 9 Replies
- Last post
by Derek Nedelman
- I've been trying to do this for the past few days asking many questions to get to this seemingly simple goal, but i just run into problems at every step. In MDX I just created a mesh object, then: myMesh = mesh.Box(...) or myMesh = mesh.Sphere(...) In XNA I've had to go through making custom vertex formats, manually drawing all the sides of the box, and now even worse it seems I have to manually i
-
- Contain the mouse inside the game window
by Ely
- 8 Replies
- Last post
by Ely
- Hey Everyone,
The subject pretty much says it all. Is there a way to keep the mouse contained inside the game window so the gamer can't scroll outside its bounds
thanks
-
- ContentManager setting parameters on custom effects in the Draw() method
by Fluxtah
- 5 Replies
- Last post
by Fluxtah
- Where is the best place to set effect parameters
An example below will best demonstrate the problem I am having, because I load the effect via the content manager, I have to set the effect parameters within the Render() method, because if I set them in the Update() method and many objects reference this effect then the last object that has the Update() method called on it will take precedence o