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- Anitaliasing when rendering to sprite
by cronholio
- 8 Replies
- Last post
by Shawn Hargreaves - MSFT
- I'm hoping someone can help me get antialising working in my game.
I figured out that when rendering directly to the screen I can set antialiasing using these fields at the top of my render function.
myDevice.RenderState.MultiSampleAntiAlias = true ;
myDevice.PresentationParameters.MultiSampleType = MultiSample.SixteenSamples;
myDevice.PresentationParameters.MultiSampleQuality = 8;
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- FPU Error
by MetaKnight
- 6 Replies
- Last post
by MetaKnight
- I am getting this error when I try to add the dude.fbx sample from XNA It works fine in the sample build, but on mine it does not. Im not using a custom content processor for it, so what could be wrong This error occurs during the content build: Error Building content threw InvalidOperationException: The FPU is set to the wrong precision. The FBX SDK requires double precision to function proper
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- How can i obtain extra information from a File using Content importer?
by Juan Carlos Ruiz Pacheco
- 14 Replies
- Last post
by JuanK_solocodigo
- How can i obtain extra information from a File using Content importer
Now i already have made a content importer for my ownfile format, that is ok because i se the importer to extract the texture Infromation from my file...
But the problem Is that i have very valuable information in my file format in addition to the texture infromation,
This is the code that i use to import the texture co
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- Performance observation 360 vs. PC
by Salric
- 2 Replies
- Last post
by Salric
- Hi all,
I've been playing with JimJam's excellent Mercury Particle System, which you can find at http://www.codeplex.com/mpe . After a few hours of hacking, I managed to get the system running on the Xbox 360. I modified the example so that you can hold the A button down on the controller and draw a stream of particles with your joystick.
Unfortunately, my expectations of the 360's performan
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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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- DXGI_FORMAT_R11G11B10_FLOAT format
by WolfgangEngel
- 11 Replies
- Last post
by Alexey Barkovoy
- Hi,
the DXGI_FORMAT_R11G11B10_FLOAT render target format seems to be a clear winner when it comes to HDR rendering. The question I could not find an answer in the documentation for is: is it guaranteed to support alpha blending, multi-sampling and filtering
Thanks in advance,
- Wolf
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- Per vertex fog (Custom Effect)
by ShAdeVampirE
- 5 Replies
- Last post
by Fluxtah
- I just want to make a simple per vertex fog with XNA, I thought, it will be easy, but... The problem is: if I set everything correct (I think), only the objects get the fog, not the scene/ screen! But why I set this parameters: FogEnable = true; FogColor = 1.0f; And I use the FOG semantic in the vertex shader: OUT.FogD = saturate( (fFogEnd - d) / (fFogEnd - fFogStart) ); So why happen th
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- Fairly large texture has to change every frame
by ThomasAG
- 0 Replies
- Last post
by ThomasAG
- I have some videos which i need to play as textures on objects in my scene.
They play at 25 fps and are 720*576 rgba
Currently I have one texture and whenever a frame changes, I copy its data from system memory (videodata array) to the texture
GraphicsStream graphicsStream = texture.LockRectangle(0, LockFlags .None);
unsafe
{
VideoColor * textureData = ( VideoColor *)gra
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- mipmapping
by #pragma
- 4 Replies
- Last post
by #pragma
- Hi, i've loaded some fbx models via the content pipeline with integrated textures. can i tell the loader routine to auto-generate mipmaps when loading textures integrated in fbx models or how can i postgenerate the mipmaps out of the models. sorry for my english ;) thx #pragma
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- Freeze Joypad Input
by mattyw87
- 5 Replies
- Last post
by The ZMan
- Hi,
Does anyone know how to freeze the input from the 360 controller so that the user cannot input anything until something has happened, e.g. a timer runs out or a ball stops moving etc.
Cheers,
Matt
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- XBOX deploy - content issue
by EckythumpPaul
- 7 Replies
- Last post
by ProfEclipse
- Hi
I've written my first simple XNA Xbox project, simply draws a triangle and applies an effect. When I deploy to the XBOX and debug, I get file not found on my effect file.
The file is stored in a folder called Content then FX, file called myfirsttest.fx
I load it using this command and get file not found
myFirstFX= content.Load< Effect >( @"content\FX\myfirsttest" );
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- Re-focusing XNA game window
by SouLDragooN
- 9 Replies
- Last post
by Kyle_W
- I am sure this is easy, but I am new to C# and having a hard time
re-focusing the XNA window to the front after my splash screen is done.... when the splash screen goes I
need someway to call something similar to this.focus....Help please =)..
Thanks.....
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- Three red lights on my 360
by Tokunbo Opanubi
- 3 Replies
- Last post
by Rick Hoskinson - MSFT
- I finished watching a movie and powered it off, I went back about 20 mins later to power on to play a game and the "three red lights came on" I powered it off and waited a while but there was no change. I have not downloaded anything recently.
I left it unplugged since last night, so I will see what happens when I plug it back in later.
Tokunbo
Wpg
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- SpaceWars example, don't understand a scope thing
by kwirky
- 7 Replies
- Last post
by dczraptor
- Ok, i've been trying to solve this in my own game classes, and I'm wondering how exactly the SpaceWars game does it.
for instance, if you look at Font.cs, and go to:
public static void Draw( FontStyle fontStyle, int x, int y, string digits, Vector4 color)
{
float xPosition = x;
FontInfo fontInfo = _fontInfo[( int )fontStyle];
for ( int i = 0; i < d
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- 3d Lines in direct x
by GiovanniFreda
- 3 Replies
- Last post
by The ZMan
- I am trying to render 3d lines in direct x 9.0c. I have tried using the line device but i get some weird video artifacts when i move/rotate the camera around. D3DXVECTOR3 pLine[2]; pLine[0].x = 0; pLine[0].y = 0; pLine[0].z = 0; pLine[1].x = 0; pLine[1].y = 0; pLine[1].z = 10; pD3dDevice->GetTransform(D3DTS_PROJECTION,&projMatrix); pD3dDevice->GetTransform(D3DTS_VIEW,&viewMatrix); D3
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- Adding background
by Aptumorph
- 4 Replies
- Last post
by Aptumorph
- Can someone help... I have just added a 2D background and my 3D model has turned transparent. When I found out how to add the background, I rem'd out the line " graphics.GraphicsDevice.Clear( Color .DarkBlue);" to add the code from the SpaceWars Starter Kit which adds the background (see code below) and now I can see through my model... any Ideas why
//Sets the colour of the backg
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- XNA and Vista -> Project Templates
by Johloemoe
- 4 Replies
- Last post
by Johloemoe
- Hi! I have a question regarding the XNA Framework and Windows Vista... I managed to install XNA on Vista, but he didn't copy any Project Templates to VC#, so i have no starting point for making games.. My question is, is there a place where i can download the templates or could someone send me the standard windows template, or could someone make a short tutorial on what i should add to an empty pr
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- error when loading 3D model
by NeCrom
- 5 Replies
- Last post
by thedo
- Hi, I'm new to XNA. I tried exporting a simple model like a cube using 3Ds max 9 ( fbx format ) yet when I try to debug I get the following error: "Node has more then one bonecontent child. Unable to determine which one is the skeleton root".
When I load the P1_wedge model, it compiles just fine so my guess is the problem has to do with the way I export the file.
Can anynbode help
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- Shooting
by Ion101
- 14 Replies
- Last post
by B1narySh0t
- What code could u use for something to shoot. would this event work: if(GamePad.GetState(PlayerIndex.one).Buttons.A == ButtonState.pressed) shoot = true; if(Shoot = True) { bullet.X = Player.X; bullet.Y = Player.Y; buller.Y += bulletSpeed; shoot = false; }
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- Installing Error, something to do with beta version, please help
by Link9228
- 3 Replies
- Last post
by Link9228
- I am not sure if this belongs in this particular forum, so please don't delete it on me.
I recently downloaded XNA Game Studio. When I try to install it, it tells me to first uninstall the beta version. I never downloaded the beta, and when I search for it, the only thing that comes up is XNA framework 1.0. Could someone tell me how to fix this, or possibly where to
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- Buying Pre-made models for XNA
by ninghai
- 6 Replies
- Last post
by Kyle_W
- What is the best source to buy pre-made models for XNA Does anyone know of companies out there that will make custom models on demand
I would also like to know what the best meshing/modeling tool for XNA. We have been playing with Blender 3D.
I have tried incorporating pre-made models from turbosquid.com and not all of them work. The ones in .x and .fbx format work fine, but most of the tex
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- 3D objects render wrong after Enabled = false
by Daryl Reed
- 1 Replies
- Last post
by neogir
- I have two GameComponents, one for my scene, and another for my menu. When the user pushes the start button, I set Enabled to false on the scene, and true on the menu. Then when I close the menu and set Enabled to true for the scene again, the objects are not rendered properly. Specifically, the objects are not z-buffered any more. The last object rendered is on top of objects that are closer to t
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- Chuckie X - YouTube footage
by Gunston
- 8 Replies
- Last post
by Gunston
- Anyone remember Chuckie Egg... Here I am pushing the boundaries of XNA again: http://www.youtube.com/watch v=NiIWNYUFSpc
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- Easy way to render primitives in front of D3DX Sprites?
by M4rv
- 1 Replies
- Last post
by Jack Hoxley
- Hi! I'm currently working on a 2D-game that mainly uses D3DX sprites to render bitmaps on teh screen. Unfortunately, a special feature requires the use of textured primitives (TriangleList). When i now render this TriangleList, it's hidden behind any sprite on the screen. Is there an easy way to assign some kind of priority to the primitives / vertices, so that it is possible to draw them in front
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- Humorous but somewhat serious question about XNA
by redshock
- 14 Replies
- Last post
by Jim Perry
- Microsoft has claimed the Nintendo Wii as a "kids toy;" however, if XNA can produce graphics and push performance up to what the Wii is capable of handling (games like Half-Life, Sims 2 from most XNA performance claims), does that mean that XNA is a kids toy too