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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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- XNA help section & Printing
by TR Materene
- 3 Replies
- Last post
by TR Materene
- I have XNA installed and working correctly, but for some reason the help section is not too printer friendly. There are hanging problems when I get down to the end of the manual around the Class Library pages. Has anyone had similar problems like this. It just won't go any further in the printing at that stage. Also code blocks are chopped and mangled on many pages unless you are using Landscape p
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- Dynamically casting an object of unknown type
by azound
- 13 Replies
- Last post
by azound
- Hello everyone! I think I've got a tough problem for you. I've got a List<object> full of various types of objects, and I want to grab an element from the list and cast it back as the type of object it actually is. Ideally, what I would do is something along the lines of: List<object> objects = new List<object>(); MyClass instance = new MyClass(); objects.add(instance); object so
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- Rants on XNA 1.0
by qrli
- 14 Replies
- Last post
by qrli
- This is my first reaction when I installed and tried the 1.0 of XNA. To summarize my feeling: it's still 95% for XBox and no nearer to replace the old MDX 1.0. So I decided not to migrate from MDX to XNA though I want to do that very much. I feel like MDX 2 more; amen to MDX 2. The hardest issue for me is the content pipeline, which is very necessary, but the workflow is fixed and it assumes the c
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- Render to Texture
by LotusExigeS1
- 4 Replies
- Last post
by createdbyx
- Hi, is it possible to render my 3d world to a texture instead of the screen If so, can someone please supply a short example of how to do this. FYI - I am using depth buffer enabled =true. I have looked at some other posts regarding this topic, but the code no longer seems applicable since the release of version 1.0.
Any help is much appreciated.
Dave
PS XNA is really good fun !!!! Thank
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- Displaying textured 3D objects
by Grotius
- 14 Replies
- Last post
by Grotius
- Hi there,
I've been working my way through the tutorials at http://xna101.spaces.live.com/ , and I am stuck on lesson 16, the first 3D tutorial. The download of die.x didn't work, so I whipped up my own little 3D cube in Blender and applied a simple 64x64 pixel texture to it and saved it in DirectX format as cube.x. I was able to add it to my Project fine, but when I try to compile the program,
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- DirectX 9.0 Agust 2006 SDK, and Can't use it to Make Keyboard Controls...?
by Allah Is Here
- 2 Replies
- Last post
by Allah Is Here
- Hi,
... ... ... Allah Is Here...
... ... ... I'm using the Visual C++ and the DirectX SDK August 2006 version, so please advise... So then, I try to use the DirectInput materials to make use of my keyboard to control some DirectX Graphics that I made, but it just doesn't work... Well, you see, I think that the codes that I use maybe outdated, probably because the Newer August 2006
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- How to handle two joysticks at the same time with DirectInput?
by lahaha
- 0 Replies
- Last post
by lahaha
- I would like to know how to handle two joysticks at the same time with DriectInput
Please help!
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- XNA sample code problem ?
by brian_tsim
- 2 Replies
- Last post
by Jim Perry
- Hi all,
i finded xna "XNA Onscreen Keyboard Component" sample in internet( http://www.xnaresources.com/pages.asp pageid=27 ). What does the iFontAsciiStart and iFontAsciiEnd mean in function WriteText () Please somebody help. Below is the function coding.
public void WriteText(SpriteBatch spriteBatch, string sTextOut, int x, int y, Color colorTint) { // Very simple te
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- Make a texture from a mesh
by Joanne Gordon
- 0 Replies
- Last post
by Joanne Gordon
- Hello. I am currently trying a method to specify properties based on the position within a mesh. One such method I would like to try involves a map across the whole mesh. However, making the map is not very easy without placing what you want where you want. So, I was hoping there would be some form of way to flattening the mesh to a texture in a similar way to that seen in making your own sims or
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- Implications of Keyboard.GetState() returning a KeyboardState structure.
by dpoon
- 3 Replies
- Last post
by Mitch Walker - MSFT
- The KeyboardState object is a C# structure - meaning that it's a value type not a reference type. Calling Keyboard.GetState() returns a copy of the KeyboardState structure. This KeyboardState structure appears to be about 32 bytes in size - determined via a call to System.Runtime.InteropServices.Mashal.SizeOf(). Is there a particular reason why KeyboardState is a structure rather than a class type
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- 3d Model Rotation Problems
by pchan3
- 2 Replies
- Last post
by pchan3
- This Post Has Been Edited.
I have created several posts regarding my games many problems so i have deleted the contents of this post to avoid confusion.
any help would greatly be appreciated and comments as well as suggestions would be nice.
Find the links on the below post for my game.
Thanks to all
Peter Chantler.
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- The Unofficial Xbox 360 dev
by waruwaru
- 3 Replies
- Last post
by waruwaru
- Looks like the home-brew community is coming up with their own solutions:
http://www.xbox360fanboy.com/2007/01/01/xbox-360-finally-hacked-to-run-linux/
Hope this "inspires" MS into providing better support for hobbyists. If the home-brew dev gets going, then it's probably going to have more open APIs (network support, no CLR restrictions to hardware, no VSExpress, maybe more afford
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- UI elements - common approaches?
by NickMcCrea
- 2 Replies
- Last post
by NickMcCrea
- Morning/Evening all (delete as appropriate :),
Got a general question for you. I'm looking to start experimenting with UI elements - the standard stuff really - HUDs, health bars, score, mini-maps. What I really would like to know is, what are the general techniques that are commonly used to achieve these elements
Polygons with textures applied and drawn to screen space I keep reading about
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- Stereoscopic vision and XNA
by Ian Munro
- 4 Replies
- Last post
by Ian Munro
- We have a stereoscopic projection system at work which uses two projectors with polarized filters and relies on twin video streams with slightly different camera positions.
Has anyone any ideas if / how I can open two windows in XNA with different camera positions on the same scene Or generate two separate camera views in parallel in one window Any suggestions gratefully received!
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- DirectDraw Deprication
by robinjam
- 13 Replies
- Last post
by redshock
- What exactly do Microsoft mean by depricating DirectDraw Do they mean DirectDraw will be completely removed in the next DirectX release If so, what are the alternatives
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- SpriteBatch.Draw methods not overridable?
by Luhar
- 12 Replies
- Last post
by Luhar
- I want to make a component with the same functionality as a SpriteBatch, but it automatically translates, scales, and clips everything drawn with it. I figured I could inherit from SpriteBatch and override the Draw methods, but they're not overridable. I'd be forced to shadow the Draw calls and it kind of blows my whole object-oriented, polymorphic system outta the water.
Right now I'm using co
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- conversion of tchar
by shade29450
- 1 Replies
- Last post
by Jack Hoxley
- I am using an XML parser based upon the std::string class however I have ran into the issue of converting a std::basic_string<TCHAR> tstring into a std::string I have googled around but havent found anything usefull, anyone have ran into this issue an came around it gracefully
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- texture rendering
by A A586732
- 2 Replies
- Last post
by A A
- Hi All
Here is the problem. There is a body which has its own color, there is a light source, and I can apply a texture to the body.
In the latter case I need just texture's colors, body's colors must be ignored. The problem is that if I use
pd->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); pd->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
then I ge
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- I need to Load my own graphics format file --> Custom Importer
by Juan Carlos Ruiz Pacheco
- 8 Replies
- Last post
by JuanK_solocodigo
- I need to Load into the content manager my own graphics format file, i already have the libraries to load this file and extracting it into a Bitmap Array , but i don't have any idea about how i can allow the content manager to load this info.
I'm making a 2d videogame, my own graphics file format have a lot of extra information for each frame that it have, because of that i need
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- xna sprite and background
by carroll.iain
- 11 Replies
- Last post
by LeeC22
- can anyone tell me how do i see my sprite character over my background which is scrolling. the both work independentl but when i put them together i can only see the background image. id say the character is still there but behind the background. i heard its using layer but still cant figure it out. so i just want to see my charater sprite with the background in the background. help me please
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- The "Hand Tool" in Adobe Reader
by MrHat
- 1 Replies
- Last post
by CyberLord_Dan
- Hi, Im making a card game in Managed DirectX and my camera is looking straight down on the table. When there are too many cards on the table, they do not all fit in the view at the same time, so I have to move around my camera. How can allow a player to move the camera around like the "Hand Tool" in Adobe Reader Thanks.
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- Driving Game Download???
by SP534
- 13 Replies
- Last post
by SP_021
- Does anyone know where the XNA Racer Game can be downloaded (see this video)
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- Runtime Effect Parameter changes
by Giarc99
- 2 Replies
- Last post
by Giarc99
- Hi All
I've just recently converted to XNA from DirectX9 C++ / Fixed Function Pipeline (no effect files) and am still having a few difficulties getting my head around Effects.
I'm struggling with where or how I should set dynamic Effect Parameters at runtime such as lighting, transforms etc. as these parameters can have different names from one Effect to the next.
Should I sub
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- How to apply the up vector to model rotation
by selinux.es
- 4 Replies
- Last post
by leclerc9
- Hi all
I¡¯m trying to calculate the inclination of a bounding box over a primitive.
The objective is to make a vehicle¡¯s displacement more realistic.
I take the normals of the primitives in terrain, and I calculate the average of these.
When I have the average normal, I need to use it to replace the up vector of the current model rotation.
I have tried it