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- Problem with Sprite and 3D-Model
by multimolti
- 2 Replies
- Last post
by multimolti
- Hi Today I started programming a XNA-Game. I read the tutorials how to add a sprite and a 3D-model. Now I modified the code, so that you can rotate and zoom the model with your keyboard. I tried to add a sprite with the control keys on it, but if I draw the sprite in "protected override void Draw(GameTime gameTime)", my model gets half-invisible. What can I do The sprite is inserted wit
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- A Simple 2D Map Editor
by Kenneth Baird
- 3 Replies
- Last post
by Kenneth Baird
- I've built a simple XNA 2D map editor for fun that mixes xna and winforms.
It supports 20 layers, multiframe and animating textures, and has grid snap.
It's very basic and small, intended mainly as a learning experience.
Grab here: http://webpages.charter.net/kharza/WorldWalker.zip
Enjoy!
Kenneth
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- rotated text
by Fiddel
- 3 Replies
- Last post
by Robert Dunlop
- Hi all,
I'm trying to rotate a text by certain degrees.
I tried doing it by using 'Mesh.TextFromFont' method. Before calling 'Mesh.DrawSubset' method i changed the world matrix.
The problem I'm having is that I have to scale the mesh to the size I want it to be, but when I do that the text looks really bad, really really bad (depands on the amount of scaling, ofcourse).
How can i solve
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- Tutorial 1: Displaying a 3D Model On The Screen question
by theTroll527
- 1 Replies
- Last post
by jsedlak
- I am trying to convert the Tutorial so that it works with Pixel Shader 1.1 instead of 2.0. Any suggestion theTroll
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- No Programming Tutorials?
by TruePsion
- 3 Replies
- Last post
by Jim Perry
- I'm not sure if this question has been presented before, but I am not a programmer, not even close. I can't program, I'm not a number-cruncher, I'd die if I had to program all day. I just can't make sense of this stuff.
So, I ask: Are there tutorials that can help you make a game without programming
I doubt this and the best thing I can try to do is just copy & paste code while implement
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- Mesh to mesh Collision problem?
by brian_tsim
- 1 Replies
- Last post
by Inaki Ayucar
- Hi all,
i has two meshs in my game, i want to detect two meshs is collision care. I konw i can useing Mesh.Intersect() to check. But i finded is c++ example in internet. Who can give me few example is useing c# or propose good solution to me
Best regards,
Happy New Year Everybody,
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- HLSL Alpha channel problem?
by brian_tsim
- 5 Replies
- Last post
by scoy
- Hi all,
i want to use HLSL change to texture alpha 100% to 30%. i tried search in internet. But not very well solution to do. Please somebody help.
Best Regards,
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- Help Me
by IWanna Be The Greatest Gamemak
- 3 Replies
- Last post
by Jim Perry
- I need Help with XNA.
How do I load up a 3D model and display it on screen I tried Riemers and The Microsoft Going Beyond 3D Tutorial And all I got was a blue screen.
And I Just Got my Memory and Graphics card upgraded.
I even Copy and Pasted the Going Beyond 3D tutorial and Compiled there were no Errors but I just got a blue screen.
But when I loaded 2D Art It worked fine.
And My g
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- low resolutions not working (<800x600)
by 7dust
- 7 Replies
- Last post
by Richard Kain
- Hey there all!
I wonder if someone of you has experienced the same problem like me:
I'd like to set up my game to have a resolution of 640x480 fullscreen (or even lower). When I make a new game project (or open an existing one - doesn't matter) and change the resolution to anything lower than 800x600 fullscreen a messagebox appears (while the game starts fine, but stays a black sc
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- XNA GSE and Vista
by Mike Brown
- 9 Replies
- Last post
by Michael Hansen
- So here's a quick question. I'm pretty sure it's been asked before but none of the combinations I can think of give a definitive answer for me.
I'll make this one quick and to the point. Are there any known compat issues with GSE and Vista RTM (currently using Vista Business). Let me know
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- HLSL grammar missing in April SDK
by Ed Phips
- 1 Replies
- Last post
by Flavious
- Sorry about posting a new thread here, but I'm hoping I can sneak in a quick one while no one is looking.
Any word on whether the grammar will be included in the next SDK I see a reference to it in the HLSL appendix, but the grammar itself seems to have fallen off the bottom of the page.
Cheers
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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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- device.AvailableTextureMemory somehow?
by George112
- 3 Replies
- Last post
by Shawn Hargreaves - MSFT
- Is it possible to get the free or the used VGA memory somehow in Xna like device.AvailableTextureMemory in MDX or GetAvailableTextureMem(). If it is not possible in the XNA framework, can I extract the "native DX device pointer" from XNA and pass it to the C++ DirectX dll and ask GetAvailableTextureMem() with PInvoke Thanks, George
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- Drawing on only a portion of the screen (2D clipping)
by bryanedds
- 9 Replies
- Last post
by bryanedds
- I have 2D texture font that I'm drawing to the screen. I'm going to make a text box which the font can be drawn on top of. What I want to do is draw the text so that it only draws inside the text box, with any text that overhangs the text box being clipped. How can I acheive this in XNA
Another example would be having a large picture insize a smaller gui panel with a scroll bar. Adjusting the s
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- Whats happened to the rest of the XNA Montage
by Darkside
- 5 Replies
- Last post
by XNA Rockstar
- In the XNA Montage that was dropped on YouTube some time ago (With the awsome beta demo of XNARacer) more info here!
Has anyone got any ideas what has happened to the rest of the games demo'd there.
I remeber there was a blood vessel shooter and sme others (forgot)
Any ideas
Darkside
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- Drawing problems with RenderTarget2D
by Tomas Jecha
- 10 Replies
- Last post
by Tomas Jecha
- Hi,
I have problem with drawing Texture2D on RenderTarget2D. If I rendering direct with:
Engine.dev.SetRenderTarget(0, Nothing)
everything is ok (like on this picture in top: http://www.euroregin.net/heho/problem.jpg ), but while I want to store rendered image on RenderTarget2D and I use:
Engine.dev.SetRenderTarget(0, myRenderTarget)
and then after rendering:
Engine.dev.Resolv
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- DIrectX 9 - Virtual Trackball to rotate object
by igorbaITALY
- 1 Replies
- Last post
by Inaki Ayucar
- Following this tutorial http://viewport3d.com/trackball.htm I'm trying to implement a "Virtual Trackball" to rotate a 3D object, in 3DS Max style, with DirectX 9 using the mouse.
I've anderstood how to calculate the spherical coordinate on the virtual trackball from the planar ( X,Y) coordinates of the mouse in my picture box, and than how to calculate the rotation express in terms of
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- Multitexturing in fx
by cronholio
- 4 Replies
- Last post
by cronholio
- Hi, I searched and found nothing. I am applying an effect to to sprite and would like to know how to send an additional texture to the effect. How should it be done
This is what I've tried..
In my game
Texture2D normaltex = this .normalTarget.GetTexture();
if ( this .efx.Parameters[ "NormTex" ] != null )
this .efx.Parameters[ "NormTex" ].SetValue(normaltex);
I
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- First-Person Shooter Game
by IWanna Be The Greatest Gamemak
- 2 Replies
- Last post
by Michael Ziggy Morton
- I have three question.
How do I make a first-person shooter camera.
How to make bullet particle effects.
How to make the person throw the grenade.
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- Tiled and linear texture memory formats
by xna_dev
- 4 Replies
- Last post
by xna_dev
- Hello, Digging the ResourceUsage Enumeration, noticed the flags "Linear" and "Tiled" for texture creation. I see that memory formats should be quite transparent in API for developers, but I cant really find exact docs on those two texture memory formats. Am I doing wrong search
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- Skeletal Bone Animation And Skinning With Collada Demo
by soulmate75
- 4 Replies
- Last post
by Jim Michels
- I thought that other XNAers would find the news that Benjamin Nitschke has posted a demo and source code showing how to perform Skeletal Bone Animation And Skinning With Collada over at http://exdream.no-ip.info/blog/2007/02/25/SkeletalBoneAnimationAndSkinningWithColladaModelsInXNA.aspx I found it most interesting, maybe others will as well.
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- BoundingSphere.CreateFromPoints() bug?
by Fenghus
- 1 Replies
- Last post
by Jon Watte
- It might be rounding errors; but i'm getting som unexpected errors from BoundingSphere.CreateFromPoints() - the below code throws an exception on most runs...
for ( int j = 0; j < 10; j++) // do a few runs {
Random rnd = new Random (); Vector3 [] points = new Vector3 [10]; for ( int i = 0; i < points.Length; i++) points = new Vector3 (( float )rnd.NextDo
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- Change Vertex Declartion of Mesh
by MetaKnight
- 1 Replies
- Last post
by Shawn Hargreaves - MSFT
- Hi, I want to change the vertex declaration of a mesh after I have loaded it, for example I want to add another Texture Coordinate of size 4.
How can I do this in the content processor
This was normaly done in directx with the Clone Mesh command but I can't seem to find that here.
Thanks for any replies.
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- Using a Primative to obscure View
by r3n
- 8 Replies
- Last post
by r3n
- I'm creating a loading screen. I'm doing this by drawing 2 primatives to form a simple positioned coloured vertex as a rectange. The square is black, and is the width and height of the screen (as in device.DisplayMode).
I'd like this to rectange "cover" the screen while textures are loaded. I'm doing it this way so I can fade the loading screen out to reviel the environment once everything
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- Shader Newbie question - Jagged (sharp) edges
by Bill Reiss
- 6 Replies
- Last post
by Bill Reiss
- I'm working on a custom shader for a game and I'm really happy with the results except the edges of my object when drawn are jagged, and I was wondering about the best (preferred)way to antialias or smooth them out. Do I need to write a postprocessing shader or is there a way to do this in the vertex or pixel shader
Thanks,
Bill