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- Volume textures, HLSL and re-creating rendermonkey effects
by NickMcCrea
- 7 Replies
- Last post
by Shawn Hargreaves - MSFT
- Hi all,
I've set myself the task of recreating a number of the example Dx9 effects in Rendermonkey as an exercise. Worked through a few of the simpler ones successfully, and gaining a good understanding of HLSL in the process.
Now, I think, I'll try the nifty refraction water effect, which is one of the examples under "reflection, refraction and water". It's the one with the skull
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- Starting work on my GUI system
by bryanedds
- 14 Replies
- Last post
by bryanedds
- Well, I've hit a wall with my game's development, and since there was no GUI with XNA 1.0, I've decided to go ahead and make my own GUI system. I implemented a lot of mechanics for my game, but I need greater interaction to proceed development in a sane manner.
So far I've just implemented the text drawing stuff from scratch. It uses only monospace fonts generated with BMFontGenerator without u
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- Geometry Shader Performance
by lowelllynnduke
- 7 Replies
- Last post
by lunatic
- Hello Everyone,
This is a fairly generic question, and I promise it may sound like a hardward question at first, but it's not really. Does anyone else notice how slow some of the DX10 samples in the Feb SDK are Specifically those that employ the geometry shader such as the displacement mapped lizard and the example of how to do cube mapping in one pass (when you check "Render Car")
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- Is there any way to tell if a sampler has a texture attached in shaders?
by qrli
- 12 Replies
- Last post
by Frank_Booth
- Is there any way to tell if a sampler has a texture attached in shaders The default behavior is getting black when no texture attached but I want it to be some other color.
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- Need some basic information - i.e. help. :-)
by SknkWrkngGrp
- 4 Replies
- Last post
by The ZMan
- We are looking at performing some work for the Army using this XNA technology. Before we jump in with both feet, we were wondering if someone could answers some questions:
1) Can we perform complex motion such as a person walking
1a) Can it be automated such as bi-ped motion
2) Can math equations be used such as wheel rotation matching the ground distance
2a) Can this be automated
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- DirectInput with Parallel Port Joystick
by jpimentel
- 2 Replies
- Last post
by The ZMan
- How to create a DirectInput device connected to parallel port The parallel port uses the interface lpt-switch. thanks
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- IXACTEngine::GetGlobalVariable crushed application
by DonSergio
- 3 Replies
- Last post
by Robert Heitkamp - Microsoft
- I have code:
// ... IXACTEngine* m_pXACTEngine // ... create m_pXACEngine and so on XACT_RUNTIME_PARAMETERS xactParams; ZeroMemory(&xactParams, sizeof(xactParams)); /* fill xactParams exclude XACT_RUNTIME_PARAMETERS ::globalSettingsBufferSize; // == 0 XACT_RUNTIME_PARAMETERS ::globalSettingsFlags; // == 0 XACT_RUNTIME_PARAMETERS ::globalSettingsAllocAttributes; // == 0 */ hr = m_pXACTEng
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- Future of DirectX
by Esenthel
- 10 Replies
- Last post
by Jim Perry
- I'm starting to get worried about DirectX, because mostly it becomes deprecated, first there was DirectPlay, and now it is the same thing for DirectInput and DirectSound, I've recently read that they are becoming deprecated in favor of XACT and XInput. Could you tell me why is this happening What will become of DirectX in the future Will be there only Direct3D, or will it disappear either
I'd l
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- animating textures
by Jubber
- 9 Replies
- Last post
by LeeC22
- Hi there -
this is probably a very simple problem but I've not stumbled over the answer yet. My Art Monkey has just sent me a model with an animated gif file attached. XNA complains about this texture so presumably gifs are not yet supported. Is there a way round this For instance a simple way to apply a texture to a model, or change the UV coordinates a model is using, so I could have a big bi
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- Duplicating Content Manager Resources
by Greytone
- 3 Replies
- Last post
by Shawn Hargreaves - MSFT
- Hi,
I am currently porting my managed DX9 engine to XNA, and need to duplicated a model for writing vertex data to. In the old engine I just load the model twice to get 2 identical meshes, each with their own separate vertex buffer. With the content manager in XNA this appears to be 'optimized' into not working, as it appears to return the same vertex buffers for each model. This of course mea
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- Problems with SurfaceFormat.Bgra1010102 on the XBOX360
by nop
- 11 Replies
- Last post
by nop
- graphics . PreferredBackBufferFormat = SurfaceFormat . Bgra1010102;
If I have the above line right after I create my GraphicsDeviceManager, anything I render to the screen comes out as total garbage in terms of color values *except* while one of the 360's panels (or whatever they're called - the ones the big X button brings up) is rendering. In that case everything renders fine.
Simp
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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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- XNA Framework runs fine in Visual Studio 2005 Standard
by redshock
- 7 Replies
- Last post
by ryan.rogers
- I was a bit suprised to hear that XNA only worked on Visual Studio Express, but apparently that was just the XNA Game Studio Express which basically gives you all you need for Windows and XBox 360 development. But say if you just want to make a PC game, you can go ahead and install the XNA Framework, add it to your WinForm project, and it will run fine from there. For instance, I just created a em
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- Options for older laptop w/ no shader suppport?
by nobodyman
- 2 Replies
- Last post
by nobodyman
- Besides my desktop, I have an older Vaio K35 laptop w/ Radeon IGP 345M integrated graphics. I can install DX9, XNA and Game Studio Express, and I can edit/build XNA projects. However, the integrated graphics dont support the minimum shader version so I get an exception whenever I try to build/debug. I looked for newer drivers, but so far it's a no go.
Is there a way I can force GSE to use the d
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- If DirectPlay is OUT ... what's IN?
by Volking
- 3 Replies
- Last post
by Jim Perry
- Ok! Ok! Ok! If DirectPlay is deprecated, what's the replacement technology I'm working in C# .NET managed code space. I do NOT need 40 billion simultaneous users. Maybe 4-5 users all playing the same game. Many games going on simultaneously. I do have a central IIS server that could be used to "connect" players .... so what technology do I use
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- ContentLoadException and Game Library project types
by Neverwhere
- 2 Replies
- Last post
by Neverwhere
- I'm getting an unusual problem whenever I encounter a ContentLoadException. If I encounter this exception I am unable to build any of my Game Library projects until I have closed and reopened GSE. I can still build my Window's Games, however. I don't know if this is due to something I am doing, or if others are having this problem as well. This really isn't that big of a deal, except that with my
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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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- Dynamic Vertexbuffer
by Remmie
- 6 Replies
- Last post
by Remmie
- Hi people, I am working with a dynamic vertexbuffer and I am wondering what the best practise is to fill the buffer with data. I have two different approaches to tackle this problem but as I cant figure out what is the best solution is I need your help. Option1: Create a vertexbuffer with flags dynamic and write only and keep a seperate array of vertices. If I want to update the buffer I can updat
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- Seperating 2D objects that have collided.
by GroZZleR
- 2 Replies
- Last post
by NickMcCrea
- Hey all, Does anyone know how you would go about separating 2D objects that have collided I'm trying to get the objects to separate by the absolute minimum distance required. I'm using bounding boxes with no Z specified. I thought it'd be easy like: -Velocity * (Size / 2 / Distance between 2 collided objects) But that fails horribly on objects of non-square size (64x32 for example) or on objects
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- Crazy Hiccups
by Ska Software
- 6 Replies
- Last post
by Ska Software
- Any general guidelines for looking into and dealing with crazy hiccups on X360 Every minute or so there'll be a good 0.5 - 1.0 second lockup followed by business as normal. Garbage collection runs a lot faster than that, like several times per second, right Thanks.
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- How to create a level editor
by svxtc
- 8 Replies
- Last post
by svxtc
- I was wondering if anyone out there has written a level editor for their XNA game If so, how did you write it and did you use XNA to write it I am mostly interested in 3D games.
I am trying to decide whether I should create the level in a modeling program and inport that for the enviroment, but this seems like it would be far to resource consuming.
Any help would be greatly appreciated. :
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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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- problems creating a triangle strip for a terrain section
by Fluxtah
- 13 Replies
- Last post
by Fluxtah
- Hi
I am having a few problems creating an index buffer for a triangle strip for a terrain section.
I have a section similar to the following. 0 - 1 - 2
| / | / |
3 - 4 - 5
| / | / |
6 - 7 - 8
I define my triangle strip using the following indices also with one degenerate triangle, I have bolded it so it stands out better.
0, 3, 1, 4, 2, 5, 5, 3 , 3, 6, 4, 7, 5, 8
My first que
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- Fog?
by Fluxtah
- 3 Replies
- Last post
by Fluxtah
- I have no idea why but I just can not get fog working on my terrain, I have tried setting the fog renderstates as follows, I have tried everything and these are the last values I have tried using...
this .Graphics.GraphicsDevice.RenderState.FogColor = Color .White;
this .Graphics.GraphicsDevice.RenderState.FogVertexMode = FogMode .Linear;
this .Graphics.GraphicsDevice.RenderState.Fog
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- TorqueXNA
by smilertoo
- 14 Replies
- Last post
by ProfEclipse
- I had a look at the XNA version of the Torque 2d engine and noticed that it converted 4mb worth of png files into over 60mb of xna files; Is this a Torque issue or xna as its a massive increase and would make releasing any games online a virtual impossibility.