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- F14 XNA Game with Full Source
by arogan
- 14 Replies
- Last post
by arogan
- Well here it is. I finally got my first game into a releasable state. Screenshot, video, and full source available after the jump. http://aroganworld.blogspot.com/2006/09/f14-xna-game.html I couldn't have done it without the great help from this forum (and all those xna sites). Let me know what you think.
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- How To Draw Rectangle?
by İbrahim Ersoy
- 6 Replies
- Last post
by IBRAHIM ERSOY
- i need urgent help about drawing a rectangle.which classes shall i use
Thanks a lot
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- Probably an easy one: I'd like a class to have its own textures.
by Ecrofirt
- 11 Replies
- Last post
by MattDavey
- I'm converting over an old project I did in GSE Beta 1 where a class (specifically, my 'background image' class) had its own Texture2D. Here's exactly how I went about loading the texture in my old Beta1 version: Vector2 location, offscreen; Texture2D bg; public Background(GraphicsDevice Device) { location = new Vector2(0,0); offscreen = new Vector2(0,480);
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- Managed Direct3D 10
by ABS123
- 14 Replies
- Last post
by Joel Martinez
- Since XNA only supports DirectX 9.0
Where is Managed Direct3D 10
I hope there will be Managed wrapper for Direct3D 10
thanks
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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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- Drawing text on top of a texture
by celinedrules
- 4 Replies
- Last post
by George Clingerman
- I am trying to create a custom message box to display info to the user. All i want is a black texture for the box and then draw the text on top of that. However when I draw the text after I show the texture, the text appears behind the texture. I am using the standard bitmap font class. This is what I have. No matter what the text always appears behind the texture. batch.Begin(); batch.Draw(textu
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- Reference DirectX
by WayneSpangler
- 1 Replies
- Last post
by David Weller - MSFT
- I have been going thru some tutorials on Managed DirectX. They say to reference DirectX and Direct3D.
When I reference DirectX 2.0.0.0 I get a lot of "not defined" errors. Everything is fine with DirectX 1.0.2902.0.
What is the difference in them I have been downloading the SDK's but nothing seems to change in the references.
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- Looking for a 3D modeler?
by musicman28
- 2 Replies
- Last post
by musicman28
- Hello..
I have just heard about this XNA a few days ago and I am VERY excited
about it. I don't know anything about C#, but I do know a little about
Maya. I would consider myself an intermediate modeler. I was going to
school for this but recently changed to radiology. So in my free time
from school I would love to work on a game. If anyone would be
interested please don't reply here but ema
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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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- Change World Matrix
by Mark Flamer
- 4 Replies
- Last post
by Mark Flamer
- Is there any way to change the world matrix of an effect while rendering without another call to DrawIndexedPrimitive. I have a large VertexBuffer and don't want to stop drawing, change Matrix and start rendering again if not necessary. Thanks
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- Managed DirectX vs Native DirectX performance
by Wiegje
- 8 Replies
- Last post
by Wiegje
- Greetings,
I'm sure many people asked this before but no one has ever been able to answer this for me :( I've searched high and low (on this forum too) but theres no answer to this question:
Whats the performance difference between MDX and DX
I'm currently writing a little 2D engine in MDX, and its quite fun to do! But it doesn't perform that well, I've managed to get a few performance ga
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- Italic font problem
by Fiddel
- 4 Replies
- Last post
by Kludgy
- I'm rendering text. if the font is italic the last letter is sord of cut at the end.
I have no idea why is like it.
Any idea
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- Custom blending
by ThomasAG
- 2 Replies
- Last post
by BLANC Guillaume
- I need an alpha blend, which blends the alpha as well. I need this on systems which might not have seperate alpha blend, so I was considering doing it in a pixel shader. It would be easy to put the blend into ordinary code, but... I can not, as far as I know, do any blending in the shader. When rendering primitive n I want to blend with primitive n-1 which has been rendered, but in the shader I ha
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- mipmap bias problem
by m17
- 0 Replies
- Last post
by m17
- I'm using texCUBEbias for choose lower mipmap level for cubemap lighting(same cubemap also for specular) but result can see a visiable seam between mipmap level!
code: texCUBEbias(SpecularCubemap,float4(normalInput,mipbias))
see the snapshot: http://bbs.gameres.com/upload/sf_200726201056.jpg
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- camera movement prob
by Cameron Kloot
- 10 Replies
- Last post
by Cameron Kloot
- hi, i am new to this so.... i am wanting to rotate the camera view around the middle (0, 0, 0) i am currently useing this code: MouseState currentMState = Mouse.GetState(); mouseX = currentMState.X + 30.0f; mouseY = currentMState.Y + 30.0f; cameraPosition = new Vector3(mouseX, mouseY, 10000.0f); but it isnt do what i want so... thanks
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- About XNA GS Release
by Carlos Perez
- 8 Replies
- Last post
by Jim Perry
- At FIU we a Special Interest Group (SIG) that specializes in game and graphics programming and will be upgrading some of our lab machines (hardware and software) for next semester to start designing games using XNA.
We've got a few questions that I'm sure have been answered or talked about before, but many are months old (at least the ones i'v
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- The Unofficial "Hooray I'm Done With my DBP Game" Thread
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
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- Reading the buttons of Joystick Saitek x52
by MoniDD
- 14 Replies
- Last post
by MoniDD
- Hi all,
Did anybody come across a C# sample that relates to Saitek X52
I have found some generic Joystick samples which help me read the buttons EXCEPT the Mode button.
The GetButtons() function returns the codes of the pressed buttons, but I cannot get the status of the Mode button out.
I just spoke to Saitek support - No .NET samples whatsoever.
Any tips will be appreciated.
Be
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- What next?
by Kalagaraz
- 3 Replies
- Last post
by Joel Martinez
- I'm learning XNA and game development in general and just finished one of my first games. You can find it here http://files-upload.com/106116/DelicateBalls.zip.html What I'm looking to know, is what to do next to help learn more I'd like to work on something a bit more advanced introducing some new topics etc... The things pretty much demonstrated in that game are: Creating/rendering sprites, and
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- .fx not working right
by annerajb
- 5 Replies
- Last post
by SOLIDBOSS
- this is my shader in rendermonkey nor in my game the model i apply this shows up i quess i has to do with the 3 matrix but i am not sure how to code the shader so it works with it uniform extern float4x4 World : WORLD; uniform extern float4x4 View : VIEW; uniform extern float4x4 Proj : PROJECTION; uniform extern texture UserTexture; struct VS_OUTPUT { float4 position : POSITION; float4 textureCo
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- Partially map a resource
by GSus
- 2 Replies
- Last post
by Brian Klamik
- I saw in the DX10 documentation that the function D3D10Buffer::Map() doesn't seems to allow the user to modify only a subpart of the buffer. So if I havefor example a very large vertex buffer and I need to modify just one vertex, do I need to resend the entire model to the GPU Thanks in advance.
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- Draw a JPEG using alpha
by JFLund
- 3 Replies
- Last post
by JFLund
- I am trying to draw a JPG photo semi-transparently over a background with the following code:
Batch.Draw(CurrentPhoto, photoPos, null , fadeColor, 0f, Vector2 .Zero, scale, SpriteEffects .None, 0f);
where fadeColor will be (255,255,255,alpha). The RGB color values of fadeColor seem to modulate the color of the photo fine, but the alpha doesn't seem to do anything. Of note, the CurrentPho
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- XNA Requirements Checker
by dczraptor
- 14 Replies
- Last post
by dczraptor
- Well, I finally decided to write a little utility that checks for the required components of XNA (excluding .Net2.0 because i wrote it using .net 2.0 ) because I've seen just too many threads about the game not working on non-dev pcs. This program lets the user know if they have an outdated graphics card, installs the latest directx using directx webinstall, and installs the xna framework red
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- Managed C# performance loss.
by Martimus
- 12 Replies
- Last post
by Gerix
- I caught some people quoting managed performance loss at
only 2% (over unmanaged). I am just curious how accurate that assessment is. Last time I was
looking into it, DX programmers were quoting 90% of managed performance as a BEST case
scenario. (usually much lower) If the margin has grown so low, is there any large scale games
developed using C#
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- Ogg support in XNA?
by Srekel
- 6 Replies
- Last post
by Ryan Lamansky
- Hi I just wondered if and when there will be support for Ogg Vorbis (or wma, or something) in XNA (Xact ). Anyone know Having to use wave files for music is really not that great.