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- Alpha Blending (deferred)?
by Nick Darnell
- 14 Replies
- Last post
by Shawn Hargreaves - MSFT
- Is there a way using the sprite batch object that you can render several rectangles, but when alpha blended, it looks like the entire object was rendered first as a single opaque image, and then that image was alpha blended, such that you would never have known it was several smaller pieces assembling the final object Instead of normally seeing each rectangle blended as it overlays another rectan
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- My Graphic card stuck
by masood123456789
- 1 Replies
- Last post
by The ZMan
- got a graphic card of Nvidia Geforce MX400.
Now it says my driver file is very and require to update, but i am unable to update.
Can anybody help me in this
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- Managed DirectX
by josericardo_jr
- 12 Replies
- Last post
by josericardo_jr
- Hi people,
Hi run some application with comes with DirectX SDK and both Managed and Unmanaged application's FPS stay the same. But when I run Managed application in fullscreen, it decrease a lot. It doens't happen with unmanaged Directx. For example, my application in C++, running in fullscreen mode, stay in 270 FPS. When I run the same application in Managed DirectX fullscreen mode, it sta
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- Terrain & Terrain-Physics (intersection, dynamic slicing)
by Thunder2002
- 3 Replies
- Last post
by Thunder2002
- Hi,
at the moment i am wondering how to deal correctly with a terrain in XNA. For now i just have a static terrain model loaded from file. So i have an object (a buggy for example) and want to get some physics on it, therefore i need to check for collision with the underlying terrain. The collision with the buggy could be done with a boundingbox, but the terrain needs to be checked per face (3
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- Gamekit developming
by lotierm
- 7 Replies
- Last post
by waruwaru
- I have an idea - to make freeware game developming kit using XNA Game Studio Express , which will include all required instruments for normal game-developing like Level/word editing instruments, simple scripting language and physics included. All that included in 1 progamm using which game-developer would make his game.
I have a question - can I find here enthusiasts which can do this kind of
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- texture moving on a vertext shader
by SuperArmySolder
- 0 Replies
- Last post
by SuperArmySolder
- Hello
Noobie question here for you. I'm copying the example from the help files in GSE (the example titled: How to create custom texture effects), and have managed to successfully port the cube into my game world (which is a hacked version of the top-down spaceship example that is right at the begining of the help files).
I have changed the spaceship example to always keep the spaceship in t
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- Pixel Shader 1.1
by Jose Rodolfo
- 14 Replies
- Last post
by Barbarian of the West
- Hello, I'm studying the possibility to use XNA todevelop some educational games, but I Have a doubt, does every student that will play a simple game of mine will have to buy a video card that supports pixel shader I wonder if there is a way to develop a game in XNA and not to use pixel shader, I'm from Brazil, and many of the students does not have a good video card.
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- Textured Quad
by Wil Burton
- 7 Replies
- Last post
by Wil Burton
- I have a Quad class I created and it works...mostly. I want it to be textured, but it seems to use the texture of the last object rendered, my sky sphere. Here is the code:
public void Initialize() {
m_vertices = new VertexPositionNormalTexture [ 6 ];
m_vertices[0].Position = new Vector3 (100, 0, 100);
m_vertices[1].Position = new Vector3 (-100, 0, 100);
m_vertices[
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- getting started
by soloryan
- 8 Replies
- Last post
by Jim Perry
- hello, im new to game developement (and these forums), and have a questions.
first, im only in highschool, and want to get into game programming. obviously i really dont have the expierience (or patience) to learn all those languages and databases, but i want to know a good place to start, since one day i want to be a pro. i have been messing around with flash and stuff but is that a good way t
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- Why does my displayed mesh dim when rotating on an LCD TV?
by ImagineNation
- 10 Replies
- Last post
by ImagineNation
- Hi; I'm currently doing my programming on a 37 inch Sharp Aquos TV. My game is loading a moderately large mesh (64x64 triangles) and displaying it on screen in wire-frame mode. The strange thing is, when I rotate the mesh .....the mesh dims! At a rough guess, it's only 50% of the brightness it's displayed at when not being rotated. Because I run my apps at full speed for performance testing (abo
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- Need info about .X files
by redas
- 0 Replies
- Last post
by redas
- I am searching for more info about .x files I mean not those mesh (model) files but files which can be created with help of templates
template my_struct
{
<xxxxxx-xxxx-xxx-xxxxxxxxxx>
STRING some_str;
}
For me most intresting thing is f.e can I use data types like bool int float or maybe even class data types
I gue
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- Content Pipeline
by Alex-MyRpg
- 13 Replies
- Last post
by Alex-MyRpg
- Hi,
I haven't really used the Content Pipeline seriously yet but I've seen the official tutorials on it and understand them. Now, I'm thinking - what if I want to load a certain model/effect or anything else that the Content Pipeline supports - BUT I want to load it dynamically/at run-time, e.g. I have a certain filename that my code wants to use to load content, but I don't know it until runti
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- RenderTarget2D rendered with garbage all over it
by Ska Software
- 12 Replies
- Last post
by Shawn Hargreaves - MSFT
- Hi I've got a 2D project where the world is rendered to a 1024x1024 RenderTarget2D texture, then that texture is drawn to the backbuffer. It works fine on my laptop. On my desktop, however, the RenderTarget2D texture is drawn with an overlay of garbage consisting partly of a frame of a DVD I was watching on the other display. I'm clearing the RenderTarget2D texture properly, and everything is draw
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- Screen align quad on xbox360
by Michael Hansen
- 4 Replies
- Last post
by Michael Hansen
- this work fine on windows bu does not work on xbox360
code:
public class QuadMesh
{
public VertexBuffer MyVertexScreenQuad;
public VertexDeclaration MyVertexDeclaration;
public void CreateScreenQuad( CreateSettings Evo)
{
EvoPositionTexture [] Quad = new EvoPositionTexture [4];
Quad[0].Position = new Vector4 (0, 0, 1f, 1f);
Quad[0].Texture
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- FizzVaders - 360/PC Demo With Full Source
by waheyluggage
- 14 Replies
- Last post
by CHALLENGER
- Hello
Not sure of the best place to post this but I thought best to share some code with you all.
It's a simple space invaders game that will run on the PC as well as the 360 - it uses the two projects in one method. You'll have to excuse the coding, it's the first thing I've written in C#, previously I used C so it's a bit of a jump. I always go for some
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- Animation sample
by malignate
- 9 Replies
- Last post
by MikeStramba
- MS had announce an animation sample some weeks before and you just told us, that i will be released soon, but the question is, what soon means...When will you release the example. All I need are some informations how to transform the bone matrices to absolute ones to transform the mesh.
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- By the numbers - why so big?
by r2d2-proton
- 14 Replies
- Last post
by Lima Beans
- My content, using JPG's, is roughly 14.4 MB.
However, the XNB version is roughly 515 MB.
About 38 times bigger than the original.
Is this normal What steps do I need to take to reduce the size of this
I'm just begining with my development but if I can't augment this behavior of the Framework I'll have to serverly strip down my game.
Maybe, I'll have to replace Content<T> altog
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- The documentation needs seperation between PC and XBox 360
by redshock
- 3 Replies
- Last post
by Bonnie Lehenbauer
- I'm trying really hard to enjoy XNA. It seems like a clean break from native programming. I enjoy the innovation that MS gave, but maybe its just their docs that are just annoying right now. I read the docs and when I try to follow something on the Windows development side, it goes right into the XBox code and doesn't give me the source code I need for Windows. I thought I was reading a
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- directx installation
by NO1DEVELOPER
- 1 Replies
- Last post
by Wessam Bahnassi
- i recently download the directx 9.0 april 2007 version but when im trying to install it it gives the message dfdffdfextracting file failed.it is most likely caused by low memory(low disk space for swapping file) or corrupted cabinet file . ive 80gb hdd and 256mb ram so they cant be a prolem also im having more than5gb frreein the drive in whichim trying to install it and dont have many softwares i
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- Model animation
by cracklestudios
- 13 Replies
- Last post
by Shawn Hargreaves - MSFT
- Hi,
I'm working with XNA gamestudio for a while now, it's really great but there's no support for model animations I already searched the entire internet for some good tutorial or example but there isn't any. I just can't believe model animation isn't supported by standard Because...what is a game without animated models
Also if anyone has some information about loading bones it would be wel
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- Absolute beginners questions about XNA Game Studio Express
by B. Chernick
- 13 Replies
- Last post
by B. Chernick
- Could someone point me to an FAQ about system hardware requirements, and maybe a simple tutorial about modern graphics cards I'm afraid I haven't done anything with hardware in years and all this XNA terminology is new to me.
------------
My actual problem is this: I've downloaded XNA Game Studio Express. I've downloaded the latest DirectX Drivers. I've created an instance the MySpaceWarWin
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- exporting x and fbx files
by Jubber
- 8 Replies
- Last post
by Jubber
- Hi there chaps - I'm fearful that this question has been asked before but lots of searching could not find it.
In essence - if I export a model in 3D studio Max (version 7) in both x and fbx format, neither displays using the (excellent - thanks guys) 3D sample code. That's not entirely true - the x file displays but completely white, the texture barely visible. The fbx file has the right textu
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- World to screen coordinates?
by Ringo21
- 4 Replies
- Last post
by Ringo21
- To cut a long story short, I need to obtain the screen position of a point that has been transformed by the view and projection matrices. My vector math is pretty rusty, and I am not sure how exactly to go about it. Could anyone give me a hand
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- Using multiple passes in same technique
by user32
- 5 Replies
- Last post
by Shawn Hargreaves - MSFT
- I'm trying to render two separate models (x-files) with the same shader-technique but each with a different pass. Is this possible I tried this but keep seeing the rendered objects rendered with the first pass.
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- Creators Club Question
by Kasracer
- 7 Replies
- Last post
by BASmith
- It says on the Creators Club page that "Both subscriptions provide aspiring game developers with access to thousands of game assets from Microsoft and key partners such as Turbo Squid Inc., as well as white papers, specialized starter kits, samples and technical product support to help turn Your World, Your Game into a reality."
So my question is... where are these game assets How can I acces