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- Drawing Line with shaders...
by rock.aut
- 6 Replies
- Last post
by Joel Martinez
- Hello out there...
I'm searching and googling my way through the web but couldn't find a answer on my newest puzzle... so again you are my last hope ...
Is it possible to draw lines just using a effect I want to draw a line for each axis of a model. Right now i do this with VertexPositionColor, Vertex- and IndexBuffer and DrawPrimitive and it works well but... I just was currious about it an
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- A Question (Creators Club)
by YellowShadow
- 6 Replies
- Last post
by Jake_****
- I was wondering this. Since I have a cable connection (no router) directly to my computer, how would I connect my Xbox to my computer so I can use the Creators Club Right now I just disconnect the Ethernet cable from the back of the cable modem and connect the Xbox 360 Ethernet cable to get Live on my 360.
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- Interesting problem
by Andrius Bolsaitis
- 3 Replies
- Last post
by qrli
- Hi everyone. I seem to be having an interesting problem in my test app. It should draw a circle of points (please look at the Sub below). What it does is that in debug mode it draws an ellipse (in fullscreen) and if I run it as an executible it draws a circle.
Do you know why :)
Private Sub OnBufCreate( ByVal sender As Object , ByVal e As EventArgs)
Dim buffer As VertexBuff
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- Q: How to get a job behind game music ? ?
by Qu508
- 1 Replies
- Last post
by The ZMan
- Hey guys/gals,
My names Jeff. I'm a musical programmer/composer that is very interested in working with any Dev. co. on music for a project.
I AM a proffesional with sound clips ready as proof, and have been a gamer since the age of 6.
If anyone has any info to help me out on this topic, I'd greatly appreciate it.
Thanks!
J
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- Coding XBL Achievements into our games
by Robert Hernandez
- 5 Replies
- Last post
by Jim Perry
- I haven't found much information on how to add XBL achievement logic to our games. Is this a feature set that we will be able to utilize and if so, where do we find the documentation that explains how to implement it
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- Accessing the VertexBuffer of a ModelMesh
by CJ Clark
- 7 Replies
- Last post
by 71M
- I want to load a model from file into XNA and then warp it and then
store those vertices back into the model mesh and use that warped
version as the final mesh. Is this possible I've seen
information on creating a vertex buffer, storing data in it and then
using it for rendering, but not information on creating a vertex buffer
and storing it into a ModelMesh or even BETTER, taking a ModelMes
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- XBox 360 controllers for the PC
by Steve Dunn
- 9 Replies
- Last post
by waruwaru
- Hi, I had a question about controllers that plug into the PC. I understand that only XBox 360 controllers are supported by XNA. I also understand (I think) that wired only controllers work as they need to be plugged into the USB port on the PC. Actually the last point is now not valid since I discovered the wireless controller for Windows and 360. But this isn't available until 2007. Does anyone k
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- Where is the exDream Racer game?
by Christian Liensberger - MSP
- 6 Replies
- Last post
by Aki pl
- I'm wondering where that game left... It is not showing up in the templates.
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- Custom soundtracks
by Shaolyen
- 3 Replies
- Last post
by Shaolyen
- I've only had XNA Game Studio Express since yesterday, but I've been having a lot of fun with it. I've started working on a game which is coming along nicely, but one thing irks me - I can't figure out how to have music playing that stops when a user chooses a custom soundtrack instead. At the moment, when a user chooses their own track is starts playing fine, but the game soundtrack continues to
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- Why does the entire system explode if you don't create GraphicsDeviceManager in the constructor?
by GroZZleR
- 2 Replies
- Last post
by Ska Software
- Hey all,
Just spent a couple of hours debugging something that I find very odd. I've encapsulated all of the functionality of the Game class into a slick little Game Engine class and was about to give it a spin for the first time (just clear the screen and pray it works).
Of course it crashes ;)
But it took me a couple of hours to figure out why. I was creating my Video class (which encap
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- Help with attenuation
by donmohsin
- 2 Replies
- Last post
by donmohsin
- I am working on modifying some shader code so that the brightness of a vertex depends on the
distance away from the light source. i.e. the greater the distance = reduced brightness. However, I dont know where to begin. Some help would be much appreciated. Thanks.
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- Ann: A "Proper" Text Rendering Component
by Cygon4
- 14 Replies
- Last post
by Cygon4
- Hi! I'm just in the process of writing a proper text rendering component for XNA. It fully integrates into the content pipeline and can import any TrueType font during compile time. Just like any other XNA framework content, an .xnb file is generated from the font which can at runtime be loaded by XNA's ContentManager, eg. BitmapFont myFont = this .content.load< BitmapFont >( "Conten
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- Trouble exporting textured models from 3ds Max
by Grotius
- 4 Replies
- Last post
by BJohansson
- Hi folks,
I've searched for and read several threads on exporting .fbx files from 3dx Max, but I'm afraid my newbiness leaves me with more basic questions than others are asking. I have no trouble exporting an .fbx model from Max and displaying it using GSE/XNA -- in fact, it even works if I add a little basic material within Max, such as a simple solid blue material. My troubles begin when I a
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- Farfetched?
by Xythe
- 1 Replies
- Last post
by Jack Hoxley
- To create a non-XNA game do people use a graphics engine, or do they create everything from scratch. To me, creating a game, out of nothing, just seems impossible to me. I know it has been done, but does the majority of the community use graphics engines
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- post_bloom.fx behaving weirdly
by RavenWorks
- 0 Replies
- Last post
by RavenWorks
- I've just implemented the post_bloom.fx file that came with NVIDIA FX Composer 1.8 into an XNA project, and it ALMOST works perfectly... however, something seems to be going wrong when it attemps to save the 'highlight' data into the texture's alpha channel. When I comment out the following line: //c.a = highlights(c.rgb); it works fine, but with no highlights. (understandably. :P) However, with t
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- Invisible Skybox
by Zulbaric
- 14 Replies
- Last post
by Zulbaric
- Hi i have used some of the code from the SkyBoxDemo tutorial to make a skybox in my game. I adapted the code to run with my game but when i debug the game i cannot see the skybox and my model following camera flips round to face the front of the model insted of the back and The Ship model turns weird colors!
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- Rocket Commander XNA Game
by abi
- 8 Replies
- Last post
by Thunder2002
- Hi everyone. I ported my famous Rocket Commander game (first .NET 2.0
game, free game with source code) to XNA and thanks to some
multi-threaded optimizations it runs very good on the Xbox 360 too
now. More information, the download links,
screenshots and some notes about the porting process from MDX to XNA
can be found on my blog: http://abi.exdream.com Rocket Commander XNA Screenshot:
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- Why is In Order Execution so Popular?
by bagjuice
- 3 Replies
- Last post
by Ravyne
- Hi, I've been digging around the architecture of the 360 and noticed the PowerPC chips inside have In Order Executiong (IOE). After looking around some more, apparently the Wii and the PS3 also have IOE. Is this coincidence The first XBox had the intel x86 processor which had Out of Order Execution (OOE) and therefore branch prediction. After more investigation the only advantage I could see for
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- not a valid win32 application
by fillycream
- 3 Replies
- Last post
by r34
- I am working on a game (directX9.0c august 2006, c++, openal) and it compiles fine and it runs fine from VS 2003.NET. Also it runs fine if I double click on the .exe (most of the time). When it doenst I have to recompile the project again and then the .exe. will start working again. When it doesnt run i get a " C:/... is not a valid win32 application" error I also tried to see if I inst
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- JIT register allocation and bounds checking
by AndyL
- 14 Replies
- Last post
by AndyL
- A few questions for Shawn or one of his buddies:
1/ Does the register allocator used in the XBox JITter use all of the available scalar floating point registers If not, how many can it deal with
2/ Does the XBox VM ever skip array bounds checking, and if so under what conditions
3/ Presumably there are no bounds checks when using unsafe code and pointers
4/ Are the method inlining l
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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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- persistent backbuffer OR renderTarget (on 360) possible?
by Hannawell
- 14 Replies
- Last post
by Hannawell
- I want to disable backbuffer clear. Though I have removed the Clear from my draw func it still gets cleared to black on Xbox360. Run the same thing on PC and the mystery clear doesn't happen (stuff I'm drawing correctly smears across the screen). I also tried to workaround w/ ResolveBackBuffer to a texture and draw this back at the beginning of each frame but thats not working for me either. In
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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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- game state pausing when game looses focus
by Jonathon Stevens
- 3 Replies
- Last post
by Jonathon Stevens
- I've noticed that the game state pauses and update events no longer get sent when the game looses focus. Is there somewhere that we can configure this to not happen
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- Status of XNAExtras?
by nobodyman
- 8 Replies
- Last post
by Jim Perry
- I was bummed to hear that Gary Kacmarcik (author of XNAExtras) had left Microsoft. His blog was very interesting and informative (and still is, but ). XNAExtras is a very useful library. I see lots of opportunities to use it in my own work, but I'm hesitant to do so because I'd like to enter some of these programming contests and eventually have a commercial product. Can anyone from Microsoft