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- Texture2D.getData Woes!
by jwraith
- 7 Replies
- Last post
by Shawn Hargreaves - MSFT
- Okay, so I've already read through a couple of the threads here on the same issue, but nothing helps my situation! I'm trying to capture the texture data so I can do some collision detection on it. Texture2D entityA = resourceManager.getTexture(a.CurrentAnimation); uint[] bitsA = new uint[a.currentWidth*a.currentHeight]; entityA.GetData<uint>(0, a.CurrentFrame, bitsA, 0, bitsA.Length); a is
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- Render target save'n'restore
by hr0nix
- 14 Replies
- Last post
by hr0nix
- I've a func that do some work including rendering into rt. So, i need to save old rt at the beginning of my rendering, and then restore it at the end ( when smb call my func, he may have rendering to texture enabled, or just rendering to the backbuffer, and he don't wont to worry about restoring his rt after call of my func ). Is there any way to implement such a behaviour using XNA
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- low fps
by NeTBaPb
- 14 Replies
- Last post
by Fluxtah
- i'm confused about fps in my programme.
i draw 200 textured triangles in 640x480 window but get only approximately 160 fps.
it's strange but when i zoom out from triangles fps growth momentally, but when i close...
PreferMultiSampling = false ;
SynchronizeWithVerticalRetrace = false ;
RenderState.DepthBufferWriteEnable = false ; (i need it coz, ill render triangles with transp
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- using HLSL move uv with xna problem?
by brian_tsim
- 0 Replies
- Last post
by brian_tsim
- Hi all,
i tired to use HLSL move my texture uv with xna. But the texture move uv has some problem. Below is problem sceen-dump and HLSL code. Hope somebody help.
Problem screen-dump: http://hk.geocities.com/brian_tsim/error.PNG
HLSL Coding
===============================================================
float4x4 worldViewProj : WorldViewProjection; float time;
texture
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- Are they bugs?
by ShAdeVampirE
- 7 Replies
- Last post
by ShAdeVampirE
- Hy! I'm trin' XNA since 1.0 was released, so I'm kind of newbe. The first thing, what I expected as a bug is that SynchronizeWithVerticalRetrace seems to do nothing. I use the base Windows Game project for test, and in the Initialize function I set some parameters: _graphics.GraphicsDevice.PresentationParameters.FullScreenRefreshRateInHz = 70; _graphics.SynchronizeWithVerticalRetrace =
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- Changing colors of a texture on the fly?
by bboylen
- 3 Replies
- Last post
by bboylen
- Let's say I have a black and white image and I want to be able to replace the white in the image with another random color on the fly. How would I go about doing this Would it also be possible to replace BOTH colors at the same time
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- Dec 2006 SDK - include files no longer work?
by Jeremiah Fulbright
- 0 Replies
- Last post
by Jeremiah Fulbright
- I am working on shifting some shaders to work with the Dec 2006 DX SDK, but am having issues with #include working in the hlsl now. If I throw in the flag to use the old dll, it works great, but it seems that #include no longer works with the new SDK Is there a new option that needs to be implemented or just a bug
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- DreamBuildPlay main contest - build or join a new team
by XNA Rockstar
- 4 Replies
- Last post
by punkouter
- During the wait for the contest to start, the rest of my DBP team has lost interest or got tied up with life, but I'm still gung-ho to enter.
I don't have the time to make an entire game by myself (I'm working full time and go to school part time), so I'd love to either join up with an existing team or build a brand new one.
I REALLY like the game idea I've come up with. It's very original
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- Putting a hole in a sprite
by Ceej100
- 11 Replies
- Last post
by DSent
- Hi all
I am currently wondering how I could put a hole through a sprite "on the fly" during gameplay, such that the background behind will show through Some sort of blending, or combination in the spritebatch class I suppose, but I havn't yet worked out how.
Any suggestions
Chris J.
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- will XNA suits for Tools development
by KissPsycho
- 4 Replies
- Last post
by KissPsycho
- hi all, i am new to game Tools development and currently i am in total confusion to select a proper technology for my applications. is it 1.MFC+Directx or 2.MDX+C# or 3.XNA+C# my application is like a 3d mesh viewer/map editor which have multiple view ports i had already tried to built with MFC+Dx but i dont find much resources and its difficult too so if anyone can tell wither XNA would help
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- howtorender a model
by RICH525234
- 2 Replies
- Last post
by Darkside
- I think the tutorials for 3d camera rotation aren't that fair i was doing great until those tutorials. I halted completely cause all those tutorials refer to models and code that were implemented somewhere else, but they don't have referring code or directions for how to replace the models and textures or input. refer to the code needed int he tutorial correctly i have no idea where they got all
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- early-z
by shade29450
- 6 Replies
- Last post
by Ralf Kornmann
- I was to mark a pixel for early-z culling, I have 2 shaders running consequitive. In the first pass I have disabled writting to the z-buffer and enabled z-test. The second pass the alpha value of the first passes results if this alpha value is above a threshold I wish to mark the fragment/pixel for early-z culling. I have pasted my effect setting just below. Somehow it does not seem to work, are t
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- Getting model triangles.
by HexDump
- 2 Replies
- Last post
by HexDump
- Hi all, I have some tile models and I would like to get their polys (triangles) at run time in order to make colission dectection vs a sphere, is there any possibility of doing this . I¡¯m loading models through the content pipeline thing. Greetings, HexDump.
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- Drawing artifacts when deploying on the Xbox360
by char1ie
- 3 Replies
- Last post
by Shawn Hargreaves - MSFT
- I've done the Going Beyond tutorial shown in the videos posted on the XNA team blog, and I noticed I was getting weird artifacts on the spaceship model. I went ahead and did another tutorial, this time using a 2D sprite, and there were also artifacts on the sprite. The artifact looks like one or more jagged transparent spikes, jutting out from the sides of the model or sprite. They're kinda hard t
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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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- general use of XNA vertex types?
by Mark Flamer
- 12 Replies
- Last post
by Mark Flamer
- I am trying to create some methods to manipulate various parts of the XNA vertex structs. I want to be able to pass all the different vertex types as arguments to these methods. Because they are structs they don't derive from a base class other than ValueType. If I use ValueType as the parameter I don't have access to the propertys of the vertex. Is this a case where refelection would be usefull C
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- Get the VID/PID from an XInput device
by Manu Evans
- 4 Replies
- Last post
by The ZMan
- Hi people, I've been banging my head against the wall for a while trying to find a way to get the VID/PID from an XInput device... There seems to be absolutely no link back to the hardware in the XInput API.. I have found code to identify a windows device as an XInput device, but that leaves me short in that I don't know which XInput device instance I am looking at (in the case I have multiple dif
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- About racing game starter kit install
by Hamk
- 3 Replies
- Last post
by Jim Perry
- Hi, I have ever installed both vs studio pro and vc# express. The problem is when I install the "racing game", it'll be installed to vs studio pro template. How do I make it become the template of vc# express
Thanks a lot.
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- Can't deploy to Xbox 360 from GSE
by Gunston
- 14 Replies
- Last post
by Gunston
- All
Apologies but this is a repeat post from 31-Jan buried inside another thread that appears to have died.
I can't push code to my Xbox 360 from GSE. This issue has been reported by other people and their problems boil down to either having entered the 25-digit code incorrectly or, in one case, that their router didn't properly support UPnP.
I've regenerated, accepted and reconfigu
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- how to fill D3DFMT_R32F texture's data
by arcLee
- 5 Replies
- Last post
by arcLee
- I create a floating point texture ,and I will use it to store Z value in pixel shader.
LPDIRECT3DTEXTURE9 g_pFristMap ; DXUTGetD3DDevice()->CreateTexture( Frist_MAP_SIZE, Frist_MAP_SIZE, 1, D3DUSAGE_RENDERTARGET, D3DFMT_R32F, D3DPOOL_DEFAULT, &g_pFristMap, NULL );
Now I want to initial texture's every texel data as 1.0f ,for my pixel shader to compare the Z value form ttexture a
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- Octree - Handling static geometry, primitive splitting
by Fluxtah
- 8 Replies
- Last post
by Fluxtah
- Hi,
I am using XNA to develop my game. I finally have a working octree where I can insert renderable objects based on their AABB, in my book it mentions that static geometry is best inserted into the octree and polygons should be split if they straddle.
The thing I cant get my head around is, How do I best manage static geometry that makes it suitable for polygon splitting If I am using dire
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- XNA doomed?
by CacheFriendly
- 14 Replies
- Last post
by CacheFriendly
- XNA may be the greatest thing since sliced bread, but I don't see it getting a lot of support until you make a simple web page that explains what features the XNA framework supports and why I would want to use it. I'm not going to download the thing just to figure out what it is.
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- DX 10 release
by Ksingh
- 5 Replies
- Last post
by Alexey Barkovoy
- so when is the SDK avaliable to Download.
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- Drawing a simple image
by svxtc
- 3 Replies
- Last post
by svxtc
- Does anyone know how to draw an image at the location of the mouse Is this considered a sprite I have little knowledge about how this image should be drawn but I know how to make sure that it is in the correct position of the mouse.
Any help appreciated. Thanks.
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- missing Direct3D device???
by shohom67
- 10 Replies
- Last post
by Cygon4
- Help!
I'm working on my first XNA Project: Learning how to work with 2D images/sprites. I follow the directions completely and I get this in the Main() module when it tries to access the Game1 module:
Could not find a Direct3D device that has a Direct3D9-level driver and supports pixel shader 1.1 or greater.
I tried downloading the Direct3D 9.0 SDK extras package, but it didn't help.