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- Microsoft C# Not C# express
by JDHDevelopement
- 10 Replies
- Last post
by Glenn Wilson
- Say if you used the real C# not the C# express would there be more features
than C# express.
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- Creating a new XNA project
by nick5454
- 2 Replies
- Last post
by nick5454
- I am in Vidual C# express 2005
I go to new project and there isnt any XNA project types
I installed the express edition then sp2 then xna. Did I install the wrong link for the xna framework
Can anyone paste it so I can try that
Thanks,
Nick
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- Camera turn / pitch
by r3n
- 1 Replies
- Last post
by r3n
- I'm trying to move where my camera is pointing at. I read somewhere that you have to do:
device.Transform.View *= Matrix .RotationY(angle);
But, that only seems to orbit the camera target -- do I have to use LookAtLH or something to move the camera target around
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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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- Strangest 'Bug' I've Found Yet
by Adam Miles
- 5 Replies
- Last post
by CodePfo
- Hi,
I'm still trying to draw large gridmap terrains on the 360 and so far am having a lot of success. Performance seems to be a lot higher than my 6800GT, perhaps by about a factor of about 4. The issue I'm having though is really rather strange and I've been wondering for the last couple of hours quite how it could be happening.
I create a huge vertex buffer (as big as XNA allows before thr
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- Why can't I see my objects?
by Marcos Dell Antonio de Souza
- 2 Replies
- Last post
by The ZMan
- After a very good conversation with Punkoff, I could get the bases of the D3D. Thanks again man :-). I'm creating a new thread because that was getting very long. So, now my doubt is the following: I'm using the following model (a square, built using two triangles): Vertices (just the position): -0.5 0.5 0 0.5 0.5 0 0.5 -0.5 0 -0.5 -0.5 0 Faces 1 2 4 2 3 4 And these matrix to set the Projection an
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- loading large image using DirectX
by epsilon_ro
- 4 Replies
- Last post
by epsilon_ro
- Hi all. First of all, I'm new to DirectX. I'm trying to load an image into a PictureBox component (C#) using DirectX. The problem is that I'm working with large pictures (for ex. 4021x3123) and can't use the Windows GDI, because the picture takes a lot of memory and it flickers when I move the scrollbars. That's why I was thinking of using DirectX. I've linked the DirectX Device with the PictureBo
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- TextureImporter returning a Zero'd texture
by Pocketmnky
- 5 Replies
- Last post
by Shawn Hargreaves - MSFT
- Something strange is happening in my ConvertMaterial override. Here's my build process in pseudo code:
I place the normal texture in the same directory as the diffuse texture with a simliar naming convention (eg. diffuse=BumpWall01_rgb.png normal=BumpWall01_nrm.tga)
My ConvertMaterial override scans the directory of each diffuse texture it converts to find whether it has a normal file.
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- bounding box with 2d
by GMS0012
- 4 Replies
- Last post
by Jim Perry
- hello,
how can i use a bounding box with 2d...
must a bounding box always be a box (a rectangle) or can i "draw" it around my object
thx
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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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- Optimizing Multi-Rendering of the Same Model
by Upplesnuffaguss
- 5 Replies
- Last post
by Sentientv2
- If i need to draw multiple game units ( ex: spaceships) in a scene ( they all have the same model ) whats the best way to do it
Lets say the spaceship model has 4 sub meshs ( engines, wings, weapons, something else )
Currently I render each model by calling a function like this for each ship:
Effect eff;
Model model;
eff.Parameters["blah"].SetValue["someValue"];
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- What is a texturecube and what is it used for?
by angrypilot
- 2 Replies
- Last post
by angrypilot
- I've created a basic skybox by building a box out of 6 basic vertex buffers and loading a 2d texture onto each one, and placing the camera in the middle. I am assuming that this texturecube enables you to do this better, but the help documentation doesn't really define what this is. Thanks for the help.
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- How do i turn off anti-aliasing?
by dommafia
- 6 Replies
- Last post
by Kobingo
- I know this is an easy answer but i just cant find it. I remember something about being able to set a property in beta1 with the graphics designer. I was looking all over in beta2 and i cant find it. thanks in advanced.
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- 3D Particles?
by AlfonsAberg
- 3 Replies
- Last post
by Shawn Hargreaves - MSFT
- I want to create particles in 3D, where shall I start Should I create quads for each particle or is it too performance demanding I heard of something called point sprites, sounds nifty and somewhat limited, but how do I create a point sprite And please don't point me to the Mercury project, I know they exist. Cheers
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- Model Rotation
by averge joe
- 3 Replies
- Last post
by Luis_Ga
- I have a model that I can control(forwards, backwards, left , right) and I am now adding code to tilt forward and backward and also coed to make my model bank from side to side, it is all very easly, you just rotate around the axis you want to but the problem is it only lets me rotate around one axis, when i compile it only alows me to rotate the model around 1 axis and if I go back to my code and
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- Announcing XNAStage project on CodePlex
by Bill Reiss
- 4 Replies
- Last post
by Bill Reiss
- I just wanted to let everyone know that I've made a first version of my XNAStage project available on CodePlex. Some features:
Packaged as a GameLibrary for easy integration into your project
Bitmap Font Generation and supporting classes to render text in XNA
Rotating and Scaling of text and simple effects like borders and drop shadows
Creation of simple timelines and tweens based o
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- xna game made in xp run on vista?
by Amesh321
- 1 Replies
- Last post
by Paul Bleisch
- i made a small pong game and when a friend with vista tried to run it, it didnt work do you have to do something different for games compiled in xp to work on vista sorry if its a "noob" question.
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- right-handed but clockwise ordering by default?
by qrli
- 3 Replies
- Last post
by qrli
- I'm just surprised to find that XNA is using clockwise vertex ordering by default. Well, when I'm told it uses right-handed system, I thought it should be counter-clockwise just like OpenGL with no doubt. However, after double checked, I'm sure it is clockwise, the same as old DX. So now there will be a new widely used convention created: right-handed but clockwise vertex ordering. All I want to s
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- Threaded code shows no speedup on XBox 360: More to it than Threading namespace?
by Larry OBrien
- 7 Replies
- Last post
by Larry OBrien
- I wrote some Mandelbrot code that I can divvy up into multiple threads. On my multiprocessor dev box, I get the expected speedups. Identical code on the XBox 360 shows no difference in calculation speed. Does the XNA Framework actually distribute the processing, or is it serially multitasking on a single core
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- How to do the HDR lighting in XNA?
by GeorgeOu
- 4 Replies
- Last post
by Shawn Hargreaves - MSFT
- I am going to use hdr lighting in my scenes, I've checked all the tutorials and souce code about hdr lighting, but it's still a little confusing for me, how to do that hdr lighting in XNA, I mean how could I set the surface format, how to sample the average luminance, how to do tone mapping, and how to add bloom,because I was so unfamliliar with XNA,i just don't know where to go,it's nice someone
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- Trying to draw a pixel
by Arthropleura
- 14 Replies
- Last post
by jcoatney
- Hi guys. I'm working in a little experiment with colours. I created an array of colours, with 800x600 dimensions. I was able to paint the colors using spriteBatch and texture2D of 1 pixel, but the yield is terrible.
There is noway to draw a Point or a Vector2D not using SpriteBatch or textures Primitive ways to draw in screen I see something in the example project inside XNA, RetroAsteroids, b
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- Extracting Normal Data
by compro21
- 1 Replies
- Last post
by compro21
- DirectX 9.0c, C#:
The goal is to extract normal data from a mesh to export to a file. I'm creating a mesh using vertex and index data (PositionNormalColored) and then I'm using the mesh.computeNormals() to automatically generate the normals. I need a way to extract the vertex data in order to retrieve the calculated normals.
I don¡¯t really want to spend the time trying to figure out ho
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- Help Using Quaternion To Find Target
by Thomas Aylesworth
- 9 Replies
- Last post
by Mike36
- I've read a couple of very helpful threads here on Quaternions, so I decided to try putting them to use. I was able to use them to move a 3D object around using a modification of Riemer's flight simulator tutorial, to which I added a second object.
However, I then tried to initialize the orientation of the two objects to point towards each other from any given starting location, and that didn't
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- Texture artist looking for work (ill take pritty much anything given to me)
by dafin0
- 5 Replies
- Last post
by Acid Burnz
- Texture artist looking for work
if you need someone to do textures for your levels i would be more than happy to help you out there, i have been doing computer art for 5 years and working on game textures for 2 years. i can do photorealistic textures at high and low resolution for 3d and 2d game levels, i can do particle effects textures at low and high resolution. I¡¯m not very skilled in sta
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- Clipping Layered Sprites (UI Related)
by Nick Darnell
- 14 Replies
- Last post
by Luhar
- You know how in a panel if a child button runs off the side of the panel, it gets clipped. Does anyone know how one might go about doing that with XNA Or how they do it in OpenGL/DirectX Are they doing something with the stencil buffer