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- importing nurbs model?
by mike_n
- 4 Replies
- Last post
by mike_n
- Does the FBX content importer support nurbs models I exported a simple sphere in Maya 8 as sphere.fbx, but the content importer throws an exception when it tries to build the asset: I saw a reference to a function trying to import animations, however the object isn't animated at all... I can provide the asset somewhere if needed. Building Media\sphere.fbx -> bin\x86\Debug\Media\nurb_sphere.xn
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- DrawableGameComponents as primary graphical output.
by Paul Burg
- 1 Replies
- Last post
by Bill Reiss
- Would it be a valid programming approach in XNA to have the main game's Draw function not draw anything, but use DrawableGameComponent classes to perform all of the video processing This would seem to make sense, because you have various screen types in a game, which could all be DrawableGameComponents, such as the startup screen, FMV screens, gameplay screens, etc.
Also, would you use Drawabl
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- Computer problems or XNA problems?
by TruePsion
- 4 Replies
- Last post
by George Clingerman
- Ok. I recently just followed "The Wizard" Tutorial found here: http://www.xnadevelopment.com/tutorials/thewizard/theWizard.shtml
It's a great tutorial but for some reason, a lot of my code went wrong. Some functions were already defined....in fact a lot of them were.
Not only this but code like "Sprite.Sprite" wouldn't work. I eventaully gave up & copied the entire so
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- PC project -> 360 (including Game Library)
by LittleSettler
- 14 Replies
- Last post
by waruwaru
- Hello,
I just wrote a little puzzle game (Windos Game Project) and now I want
to build the 360 version of it, but I have a little problem (probably
PEBKAC *g*)
I wrote a content-processor for instanced rendering (overriding
ModelProcessor) and implemented a new ContentItem called 'Font'. It
reads the *.fnt files from AngelCode Bitmapfont Converter. Because I
want to reuse this, I put i
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- fxc10.exe: There's no /I option?
by Adam Wagner
- 1 Replies
- Last post
by Ralf Kornmann
- Why is there no /I option for additional include paths in fxc10.exe This is not acceptable, and breaks backward compatibility with scripts that I've set up to rely on the /I option for specifying include directories that are not relative to the shader files. What is the reasoning for dropping this option
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- Correnct Version of XACTEngineA.dll error on vista home premium
by drakaar
- 0 Replies
- Last post
by drakaar
- HI all,
I'm running DX SDK Feb 2007 on Vista Home Premium and I get this message when I try to run Audio Console. I've run this both as administrator and my user account. I don't see any updates or patches for XACT. Any ideas of what is going on would be much appreciated.
Thanks!
Microsoft (R) XACT Auditioning Tool (build 9.17.892.0000)
Copyright (C) Microsoft Corporation.
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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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- Vista Compatibility
by Dan Lingman
- 14 Replies
- Last post
by Bill Reiss
- Looking for any hints on when a Vista version will be released.
(Note that I'm in the middle of installing the same version as everyone else is right now, but the web site says it won't be out for a bit).
I really don't want to put a third OS on my system just so I can run xna express. (I've already got Vista Ultimate 32 and 64 bit on here - starting to get crowded)
Dan
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- content files not deploying
by kcchesnut
- 5 Replies
- Last post
by kcchesnut
- i've got an xbox game library with about 1600 wav files referenced by XACT. i only build this project once, because it takes something like 5 minutes.
then i've got the xbox game project which i manually add those content files (above) to in a Content subdirectory. i mark all of those files as being 'Content' and 'Copy if newer'. when i deploy to the XBox 360, it says the content files are alre
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- Dream Build Play today?
by Dudley
- 14 Replies
- Last post
by waruwaru
- Well it's just gone 9am UK time and as it's the last day of January I assume that the Dream Build Play website will go live today
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- Vista Compatibility
by Dan Lingman
- 14 Replies
- Last post
by Bill Reiss
- Looking for any hints on when a Vista version will be released.
(Note that I'm in the middle of installing the same version as everyone else is right now, but the web site says it won't be out for a bit).
I really don't want to put a third OS on my system just so I can run xna express. (I've already got Vista Ultimate 32 and 64 bit on here - starting to get crowded)
Dan
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- Problems with depth-Buffer
by rotfa
- 4 Replies
- Last post
by rotfa
- Hi I have 2 different textured meshes that I want to place in a 3D-Room.
One, which is a rope, and the other is a poulley. I want to put the rope around the pulley. When I'm far away of the objects the rope is drawn before the pulley (which is wrong). When I'm, very near of the pulley, the rope is corrected displayed.
I got following settings in my code:
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- Space Dust And Particles
by Nick Gravelyn
- 6 Replies
- Last post
by Nick Gravelyn
- So one thing I wanted in my game was a way to fill the space up with dust and particles. Just little things here and there to give a sense of motion when there aren't any larger objects around. Any ideas how to go about this My one idea was simply to use billboarded textures for various sized particles but I'm not sure I could create the number I wanted. So before I went ahead with this slightly m
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- Poor XNA performance or my poor code... or normal?
by Ceres629
- 14 Replies
- Last post
by soulmate75
- I've have created a simple scene that renders 8000 identical cubes. I know thats a lot of cubes, but I only get 4 FPS on a 2.0ghz dual core with a 7300 mobile graphics card at 640x480 with simply vertex shading and one directional light. This pc can run doom3 at 60FPS at that resolution and a program i wrote in MDX that draws about 1000 detailed spheres with specular lighting runs at over 100FPS H
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- 2D Pixel Perfect Collision
by Spyrrho
- 10 Replies
- Last post
by parlance
- Anyone know of any good resources for learning how to do pixel perfect collision on sprites which takes rotation and scaling into account
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- (Clip) Plane transform?
by riemerg
- 6 Replies
- Last post
by riemerg
- Hi all --
I'm porting a water shader to XNA, but first I need to get my clip planes right. I noticed we still need to unproject the plane from camera space to world space, but I cannot find a method that actually allows to transform a plane! Like the MDX Plane.Transform method used to do.
I tried to transform 3 world points with the inverse of my world*view*proj matrix, and create a plane in
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- Dream Build Play Contest Question - Using languages other than C#
by soulmate75
- 14 Replies
- Last post
by r2d2-proton
- I've managed to use Chrome ( www.remobjects.com ) to create some small XNA demos that use the content from SpaceWars. The rules do not mention whether non C# langauges are allowed to enter the contest. Since there are several .NET 2.0 compatible compilers out there shouldn't this contest allow these entries as well as they can use both the Windows and XBox 360 XNA assemblies. Just to clarify, I ha
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- Xbox 360 D-pad issues
by Nebio
- 2 Replies
- Last post
by The ZMan
- Alrighty, I'm using a new usb dance pad that just came out along with the new ddr, and using the xbox 360 controller driver, you can use it with a pc. I've figgured out that the arrows correspond to the d-pad, but I've been having some issues with that. A simultanious up and down (because normally you wouldn't be able to) does not register as anything, and a simultanious left and right (same as ab
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- [XNA] different textures on different polygons
by Jorge125
- 4 Replies
- Last post
by Jorge125
- Hi all, I have just written a map loader for my project but i have a little problem. At the moment i have no textures, but i want to know how can i do to draw differents textures on differents polygons Using the classical method with a basicEffect i can just applicated one texture in my draw() method. Knowing i have one buffer of all vertex and one for all indices of my map that's a probleme :-
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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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- Model Exporting From Maya (.fbx)
by ngilbert
- 10 Replies
- Last post
by neiltrodden
- I have a question and concern regarding the .fbx model exporting from Maya. Problem: Whenever I load a model into my game that has been exported using the latest .fbx exporter plugin from Maya the model is arranged such that some of the pieces of the model are lined up along its x axis. I did some research on the .fbx file format and found out that while it was designed to be an open document 3D m
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- How can I get XNA to draw stuff faceted?
by Dan Lingman
- 3 Replies
- Last post
by Dan Lingman
- Hi all.
I'm trying to reproduce a certain look using XNA, and am not quite sure how to proceed.
What I'm trying to do is to get faceted shapes - I want to see all the triangles.
more specifically, I want to see them filled in in black, with bright red, or green, or yellow edges to them.
If I set things to wireframe, I can get the edges drawn as I want, but I can see through the wirefra
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- Creating Plane From A Model?
by Dfert
- 3 Replies
- Last post
by Dfert
- hi, im trying to create a plane from a model (the Game's level) in order to check it against the camera's bounding sphere, does anyone know of a good tutorial, or a good way of doing that
any help would be greatly appreciated.
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- Help needed with Spacewar Disaster
by Zulbaric
- 6 Replies
- Last post
by Zulbaric
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Hello,
I am a C# begginer and i was just wondering if anyone could help me with a little problem. I have made a basic Spacewar game following a gamestate system. when the game load you press X and the game begins. you are meant to be able to fly a spaceship around but all i can get it to do is turn. i have some code which should fix the problem but i don't know where to insert it
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- Displaying Videoframes with DirectX
by R4d1um
- 11 Replies
- Last post
by BLANC Guillaume
- I use a open source codec/video library (libavcodec). This lib exposes the video frames
as 24_bit RGB bitmaps in memory.
All I want to do now, is displaying those frames in a window as fast as possible.
I tried a very naive approach:
for ( unsigned int i = 0 ; i < Framenumber; i++ ) { Load->get_nth_frame( ID, i , RGBFrame ); DXDev->BeginScene(); Backbuffer->LockRect( &