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- RenderDarget2D() exception
by Talkless
- 3 Replies
- Last post
by Talkless
- Hi. I have a problem launching my game on friends computer - "Report problem" dialog appears... I gave him source to compile himself. Now i know, that line: glowMaskTarget = new RenderTarget2D(graphics.GraphicsDevice, graphics.GraphicsDevice.PresentationParameters.BackBufferWidth, graphics.GraphicsDevice.PresentationParameters.BackBufferHeight, 0, graphics.GraphicsDevice.PresentationParameters.Ba
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- Vertex stride in stream 0 is less than in the declaration
by madiyaan
- 3 Replies
- Last post
by Alexey Barkovoy
- Hello, I have an application that has a function that emulates the DrawPrimitivesUp() function without actually calling DrawPrimitivesUp() for educational/debug purposes (it actually does the vertex shading and outputs the vertices to see whether they're correct output). In this function, this is what I do (input parameters are parameters to DrawPrimitiveUp): 1. Get the FVF via GetFVF() and store
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- directx10 performance enhancements for directx9 games.
by village-idiot
- 11 Replies
- Last post
by Ragepro
- First off I highly appreciate any effort that will go into answering this set of questions and i apologise for my lack of knowledge in the given subject matter. I read online the directx10 hardware in conjunction with directx10 on vista will significantly improve performance in directx9 games. Some of the reasons for this being a decrease bottlenecks between cpu and gpu and better resource managme
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- Camera track bend
by r3n
- 8 Replies
- Last post
by r3n
- Perhaps a bit of a tricky math question here...
My camera has a current position and target, and a destination position and target. I have a "process" method, which moves the position a little closer to the destination every time it's run.
This produces a smooth camera movement from point a to b... However, I want to give the user more of the scenery - as sometimes it's just lookin
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- Rotation help
by peekb
- 14 Replies
- Last post
by peekb
- I think I'm being dense today, but I can't figure this out for the life of me. I have a model that I want to rotate across the X and Y axis. My issue is that when I rotate across the Y axis, I always want the rotation to occur as if the axis was vertical in terms of world space. If I multiply by my X rotation first, obviously the Y axis moves with it, so rotating about the Y axis will rotate it ab
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- Single letter prefix before a variable
by ShawnKY
- 14 Replies
- Last post
by Jim Perry
- I was wondering if anyone can point me towards some information on having a single letter prefix before AND after a variable name. Is that a standard practice I have come across this in a number of different programs, yet still a bit unclear why they are used. Any info would be appreciated. Some examples of what I have seen:
aFireball.Value.Source
mWizard = new Sprite....
rotation_ang
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- 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.
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- Camera track bend
by r3n
- 8 Replies
- Last post
by r3n
- Perhaps a bit of a tricky math question here...
My camera has a current position and target, and a destination position and target. I have a "process" method, which moves the position a little closer to the destination every time it's run.
This produces a smooth camera movement from point a to b... However, I want to give the user more of the scenery - as sometimes it's just lookin
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- 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
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- C# Performance Problems
by malignate88
- 14 Replies
- Last post
by malignate88
- Hi, I recognized, that my framerate is very bad in comparison with some C++ examples. After removing all "catchs" in the render-methods i got 100 FPS instead of 20. Exceptions seems to be really, really slow. Are there some other performace problems in C# which i have to have in mind
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- How to set a texture on a model from a composite texture sheet?
by errolian
- 4 Replies
- Last post
by zxdgsadf
- Hi. Still working on my 3D playing cards class. I know how to set the textures of the front and back of the card independently now, but I don't know how I can use a single texture sheet (comprising of 52 fronts of cards and a few back face images) in this process. The BasicEffect takes a Texture2D format for the texture, and of course setting it to a single texture image is fine. But how to set th
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- Custom Content Manager - Generics Question
by Midnight Conjurer
- 13 Replies
- Last post
by ProfEclipse
- Greetings & Salutations: I am trying to put together my own kind of "Content Manager" as the current one appears to only work with content that has been added to the project, and not with say, a file on a network drive somewhere. I really like how the "XNA ContentManager" uses generics, and was trying to implement it myself, but encountered some errors. I looked on the net
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- xna and xbox 360
by daimaku
- 4 Replies
- Last post
by daimaku
- hello for all, i have a little question here, i'm making a game for windows with the xna framework 1.0 but in the future i will want to port it to xbox 360, with the xna framework i will can sell the game or i need another framework or sdk to make a xbox 360 comercial game
i 'm a new indie game programming and i need help with this topic, i want to know if there will be another version of the
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- Game Component Serialization
by Rookboom
- 9 Replies
- Last post
by Mitch Walker - MSFT
- Hi I have been working on a Level Editor and have run into some problems with serializing my scene graph. Sticking with the game component idea for the moment, all the objects in my scenegraph are currently DrawableGameComponents. Using the nifty XmlSerializer class I can easily store my scene graph with all its children and load it at a later time. However, this requires every class being seriali
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- Tiling a texture?
by BigWinston
- 12 Replies
- Last post
by Fluxtah
- Hey,
I have a 3d terrain system. The terrain is built using a heightmap image. Then I have a large texture that I paste over the top, this covers the complete terrain.
I'd like to be able to dispose of the one large terrain texture image and use tiling and different layers for different tiles. (Texture splattering, I think this is called).
However, for now I'll be happy with just tiling m
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- Setting a Clipping region
by nick5454
- 4 Replies
- Last post
by Tito Jermaine
- I need to make a clipping region like the mini-map on need for speed.
What I plan on doing is this.
Draw the map on a texture, then creat a clipping region and just show whats in the map circle, clipping off whats on the outside.
Does anyone know how to do this or links to achieve this
Thanks,
Nick
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- Selecting objects in 3D space
by CyberLord_Dan
- 6 Replies
- Last post
by CyberLord_Dan
- Hi! Can anyone tell me how to unproject the mouse coordinates to create a ray in 3D space And pls some sample code of how the PICKING operation is made (With intersectinformation..) Thnx. Note that I don't want to use the sample framework provided with the DirectX SDK . Thnx again. And I need it in C#, not VB, C++ ar J# !
This is for a program named Verter, but don't search for it because it is
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- Scenegraph
by lmlange
- 2 Replies
- Last post
by lmlange
- Hi All
Im petty new with XNA(and 3d in generel), and trying to build my first XNA application.
Im building my application around a scenegraph, where sofare I add a model as ground and a few moveable models.
How can i implement a DOF-node(Scene transformation Node) in XNA, so when i set and move that matrix, all sub models gets moved
thx
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- How do the proffesional videogame programers load a 3d model?
by OthonReyes
- 4 Replies
- Last post
by Lord_Dan
- Hi, i'm a bit newbie programming videogames with directx and here in my contry there is not enough information to start a career as a videogame programmer. Anyway, my question is "How do the proffesional videogame programers load a 3d model ", i mean sometimes i explores the files of the videogames taht i play in my pc and i can't find any .x file, i'm not surprised by this but i wish to
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- Setting Global Matrices for Models
by Johnny Ashcan
- 2 Replies
- Last post
by Leaf.
- I am in the process of transitioning from my existing OpenGL kit, and I am a little miffed about the way transformation matrices are specified in XNA. In every example I have seen, the world, view, and projection matrices must be assigned to each effect of each mesh of each model, each frame. For a scene with say, 100 models, this could easily result in tens or hundreds of thousands of completely
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- Problem with "How To: Animate a Sprite" Tutorial
by GrizzlyBear1010
- 8 Replies
- Last post
by GrizzlyBear1010
- In XNA GSE 1.0, I've been looking at a few how-to articles in the documentation. The first few I tried were quite good, but I'm having a problem with the "How To: Animate a Sprite" tutorial. I made a single texture with four frames in it, all the same size (I believe the texture is 255 X 92 pixels, or close to that). I typed in all the code exactly what it's like in the tutorial, but whe
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- Camera Help
by RICH525234
- 5 Replies
- Last post
by Danny Gregory
- Hey all im trying to get my camera to work properly i want it positioned behind the model at a certain distance which i have done, but when i turn my avatar i want my camera to turn with it at a proportional distance . right now i can get the camera to turn and follow my avatar from a fixed position easy just put the model position in cameratarget, I can also get the camera to stay behind the avat
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- main menus for newbie
by grimdoomer
- 4 Replies
- Last post
by KIWIDOGGIE
- ok so i have just started C# and C++ and i seam to be catching on prety quickly. I have been able to get many custom modles to move with sound and effects. But today i wanted to start an entire game. so I was woundering how would i go about making a main menu/ I hae not been able to find any tutorials on it.
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- Another Alpha Blend Question in Managed DirectX 9
by Farnk
- 1 Replies
- Last post
by Farnk
- I am trying to draw a textured transparent square. Here is the drawing code: CustomVertex.PositionColoredTextured[] verts = new CustomVertex.PositionColoredTextured[4]; verts[0] = new CustomVertex.PositionColoredTextured(-10.0f, 10.0f, 0, Color.FromArgb(128, 255, 255, 255).ToArgb(), 0, 0); verts[1] = new CustomVertex.PositionColoredTextured(-10.0f, -10.0f, 0, Color.FromArgb(128, 255, 255, 255).
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- C# - Managed DirectX - Secondary Monitor
by NumberKruncher
- 14 Replies
- Last post
by NumberKruncher
- Hi,
I posted this question in the C# forms forum area a couple of days ago, and I thought perhaps this was a more relevant forum for the question.
I am creating a program which uses the secondary attached monitor. The program successfully creates a Direct3D enabled window which runs fullscreen on the secondary adapter (using an adapter id of 1). This does in fact work smoothly and how I woul