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- FX effect varying by time?
by Bill Reiss
- 2 Replies
- Last post
by Bill Reiss
- I have a Vertex Shader in an fx file that I created in NVIDIA FX Composer, and it contains a timer parameter as follows:
float Timer : TIME < string UIWidget = "None"; >;
I then use the Timer variable in my shader.
In FX Composer I get the result I want, with the shader varying over time. In XNA, I just get the same deformation all of the time, like the timer is set to a c
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- FocusWindowHandle to Control?
by Bloom326984
- 2 Replies
- Last post
by Bloom
- I am converting some MDX code to XNA and ran into this issue. My old code used Device.CreationParameters.FocusWindow to get the control that the device was associated to. XNA instead provides the FocusWindowHandle. Am I able to convert the handle back to a control some how
Thanks
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- Getting XNA apps to run on non-development machines
by Tbird761
- 8 Replies
- Last post
by Thomas Aylesworth
- This seems to be a common problem, but I've yet to find a real solution. The only thing I've found that works so far is to include a bunch of dlls with XNA applications. What does not work, however, is satisfying the posted requirements: .NET Framework 2.0 XNA Framework DirectX 9.0c (latest update) When a machine satisfies the above requirements, it still cannot run XNA applications (dies when in
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- Rendering to a hidden buffer
by Martin Worrell
- 2 Replies
- Last post
by Martin Worrell
- I want to render to a hidden buffer in memory somewhere, then extract the image as a bitmap.
To ellaborate, I want to render a normal viewport on the screen, and also render the vision that each of my 'creatures' in the game can see so I'm going to need to do this simultaneously for all creatures from different angles. I'm using neural networks and machine vision.
I used to do this i
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- XNA and Windows Application
by Ubat
- 3 Replies
- Last post
by Jim Perry
- Hi! This is going to be a newbie question... I am a complete newbie in terms of game development and also a big fan
of managed languages :-), so I was extremely happy to read about XNA.
I know, this question might seem a bit strange, but I wonder if it is possible to integrate XNA-code (soundrelated) in a "Windows Application". I am not working on a game, but rather on a tool to supp
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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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- Call for Authors: ShaderX6
by WolfgangEngel
- 0 Replies
- Last post
by WolfgangEngel
- After the success of ShaderX, the ShaderX2 books, ShaderX3, ShaderX4 (Game developer frontline award) and ShaderX5, we are looking for authors for ShaderX6. The book will cover advanced rendering techniques that run on the DirectX and/or OpenGL run-time with any shader language available. It will include topics on: Geometry Manipulation; Rendering Techniques; Mobile Devices shader programming; Im
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- mesh in xna
by daimaku
- 14 Replies
- Last post
by MACSkeptic
- hello, i'm making a 3d game, i have made a mesh with 3d studio max 9 and i have used the biped tool for the mesh animation, now i need to put the mesh in my game, i'm using de xna framework, i have tried to export the .3ds file to .x file format, but the .x file format result in a big square and nothing else this only happend with the animated mesh because i have exported to .x file format the sta
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- Pixel Manipulation of Textures
by rideforever
- 7 Replies
- Last post
by hotseat
- Hi All
I have created some 2d textures from bmp files and want to combine them in a new texture. I have been trying the surface getData()/setData() commands unsuccessfully.
In fact if I get the data from a surface, modify only one pixel of it, and set the data back to the same surface I get a graduated pattern instead of just a pixel being modified Which is not really what I was expecting.
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- 2d resets with nuclex fonts?
by sugrhigh
- 9 Replies
- Last post
by sugrhigh
- I've done the resets from Shawn Hargreaves blog and it's worked in the past, but since i moved over to the nucles font engine these dont work(even in a minimalistic demo setup). The model(s) are still skewed.... anyone have a workaround
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- Capturing input from a Joystick/Gamepad
by Rob_JavaGuyStartingCSharp
- 4 Replies
- Last post
by MoniDD
- Hi there,
I'm a Java programmer starting a new project using C# to capture user input from a USB gamepad or joystick in order to control a camera (e.g. pan it, zoom in etc.) as part of a wider application. I've done no C# before, but I do have a solid understanding of programming in general and have done a reasonable amount of VBA in the past.
I'm trying to figure out where I should start. I
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- Games for Windows Certification
by Toolz
- 6 Replies
- Last post
by Chuck Walbourn
- Does anyone have a different contact email than: getgfw@microsoft.com I've sent several emails to this address over the last month in attempt to get the certification process going on a new title we are going to be releasing with no response. Alternately if the application packet for this is online a url would be helpful. Thanks in advance.
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- CEGUI# + XNA: Doesn't seem to be working...
by sofakng
- 2 Replies
- Last post
by esolem
- I'm trying to get CEGUI# to work with XNA and it doesn't seem to be working...
I've downloaded the latest version of CEGUI# which includes an XNA renderer and an XNA example. It compiles just fine but when I run the XNA demo it gives an error something like: "A pixel shader and vertex shader (or effect) is required to use this call". The call it is erroring on is a DrawPrimitives() wh
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- Billboard spirte with alpha
by REspawn
- 1 Replies
- Last post
by REspawn
- Hi,
Im having some trouble with a spirt, its a dds texture with transparency and i wanted to use it as a billboard but it wont show up right, and of the examples i found use an "Or" when setting the sprite flags to use alpha blending and billboard.
Anyone help me out or point me in the right direction. Thanks,
-dave
spriteFlags = SpriteFlags.Billboard;
sprite.Transform
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- Photo-Realistic DEMO !!!
by ECHS BACHS
- 0 Replies
- Last post
by ECHS BACHS
- Photo-Realistic BETA DEMO for Tank Buster "TNG" ...
Download it at ...
http://games.archor.com
ScreenShot ....
http://www.archorwright.com/games/xbox360/tb_tng_photon_screeny.jpg
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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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- creators.xna.com samples!!!
by AlfonsAberg
- 2 Replies
- Last post
by StudleyUK
- Microsoft released samples with alot of useful stuff at http://creators.xna.com/ . Go and check it out if you haven't already. Cheers Alfons
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- 360 Controller Image in a help context
by DavidAWinter
- 7 Replies
- Last post
by Glenn Wilson
- Anyone know the legal issues around using an image of the 360 controller in the context of a help screen. IE: What buttons on the controller perform what actions in the game.
This is a Windows game so I'm wondering if MS allows for that.
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- Rotate and translate
by Schnoogs
- 5 Replies
- Last post
by Bill Reiss
- It must be late or something because I can't get something pretty trivial to work.
I'm getting input from the XBox controller...specifically the right joystick. Any Y movement is supposed to make my model move along the Z axis. Any X movement causes the model to rotate around the Y axis.
Simple enough. When I move the joystick directly forward the model moves...if I move the joystick directl
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- Graph shader?
by NotTaken
- 7 Replies
- Last post
by BLANC Guillaume
- I am trying to draw the FPS in a graph.
For that I want to pass the shader effect a 1D texture, but it isnt very simple.
I understand I need to use a sampler
Does the steps of passing and using a 1D texture (or sampler) similar to those of passing and using a 2D texture Or do I need to do it differently
For a 2D texture I have the SetTexture method for an effect, but I dont have the eq
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- Cannot get a list of Lobby aware applications (C#)
by m.shuhrat
- 9 Replies
- Last post
by m.shuhrat
- Good evening all,
I just cannot seem to get a list of Lobby aware applications registered on my system. I know there are two games that are listed on dxdiag's Network tab, and shown as Lobbyable applications. But when I execute:
Microsoft.DirectX.DirectPlay.Lobby.Client.GetLocalPrograms() and try to attach to a listbox, nothing happens. The array is empty. Any idea why
I have
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- Alpha Blending in HLSL- help
by waddwa
- 2 Replies
- Last post
by inezdias
- I have problems with using alpha blending in a HLSL effect. Here is the technique I am using:
texture g_MeshTexture; // Color texture for mesh float4x4 g_mWorldViewProjection; // World * View * Projection matrix float4 Diffuse; // Texture samplers sampler MeshTextureSampler = sampler_state { Texture = <g_MeshTexture>; MipFilter = LINEAR; MinFilter = LINEAR; MagFilter =
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- Vector to rotation, ie - point models 'forward' to their direction.
by Dr.9
- 11 Replies
- Last post
by Dr.9
- Imagine you have a model of say a plane, with a position (x,y,z) and a vector for it's movement. On each update you're adding the movement vector to the position - ok easy enough.
You want to have the plane model always be rendered to move with it's nose forward. is there a simple way to translate the movement vector into corrolating rotation x,y,z. My high-school cartisian trig is a bit sketch
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- math.sin output error?
by Fhrosty
- 2 Replies
- Last post
by Fhrosty
- Sorry to be asking such an obvious question, but I did a search and couldn't find this topic previously discussed. I'm having a problem where I seem to be getting the wrong value from the Math.Sin(x) function. The lack of search results on the subject would leave me to believe that there's not a bug in the software, so it must be something on my end. I'm trying to use sin to determine an object's
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- Where are the release notes?
by Jon Watte
- 3 Replies
- Last post
by Jim Perry
- Where are the detailed release notes There's a readme, that doesn't talk a whole lot about what actually changed. There's an "introduction to XNA" and a "FAQ" in the documentation, neither of which talk about what actually changed. I can't find any actual release notes, as traditionally used when releasing a new SDK version. Do they exist