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- Making an entire viewport transparent
by nick5454
- 9 Replies
- Last post
by nick5454
- I have a game where your in a maze
And I want to display the map in a second viewport that display on top of the game screen.
That works fine. But, I need to make this map overlay like 35% transparent.
Does anyone know how to make an entire viewport transparent
Thanks,
Nick
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- D3DXCreateEffectFromFile() problem
by DanoruX
- 3 Replies
- Last post
by DanoruX
- Hi people. I'm having a problem using effects. Of the 15 or so fx files in the samples, only 2 will successfully go through with my code. It doesn't really make any sense :( I do know that those that fail will cause effect to be null in the following code. Note that this code is from a wrapper and each new effect will be in its own object that initializes using the code: DX9Effect::DX9Effect(char*
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- Managed C# performance loss.
by Martimus
- 12 Replies
- Last post
by Gerix
- I caught some people quoting managed performance loss at
only 2% (over unmanaged). I am just curious how accurate that assessment is. Last time I was
looking into it, DX programmers were quoting 90% of managed performance as a BEST case
scenario. (usually much lower) If the margin has grown so low, is there any large scale games
developed using C#
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- simple NOOB question
by Anonymous565473
- 4 Replies
- Last post
by The ZMan
- To test out a game I made on XNA do I have to be a member of xna club or can I simply test it out on my computer
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- Serializing CustomVertex
by JeryH
- 5 Replies
- Last post
by Inaki Ayucar
- Microsoft.DirectX.Direct3D.CustomVertex is not marked as Serializable, so an array can not be Serialized.
Is there any way to overcome this
Thanks.
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- Exception throw by GraphicsAdaptor???
by tripix
- 10 Replies
- Last post
by Tomas Jecha
- Hi,
I am getting a weird exception throw from 4 PCs that have the XNA 1.0 redist installed. I have a development PC that is executing the game perfectly, but the other 4 PCs (Windows 2003, Vista and XP SP2 based) throw this exception:
The type initializer for 'Microsoft.Xna.Framework.Graphics.GraphicsAdapter' threw an exception.
Is anybody else having this problem
The project I am dist
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- 3D 3rd Person Camera
by pchan3
- 8 Replies
- Last post
by buster2000
- at the moment i have created a kart racing game and have the model and have set up a camera but it does not look at where i want it to look. which is following the back of the kart. This code is mainly from going beyond ( i think).
my draw function...
protected override void Draw( GameTime gameTime)
{
graphics.GraphicsDevice.Clear( Color .CornflowerBlue);
//Co
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- XNA Requirements Checker
by dczraptor
- 14 Replies
- Last post
by dczraptor
- Well, I finally decided to write a little utility that checks for the required components of XNA (excluding .Net2.0 because i wrote it using .net 2.0 ) because I've seen just too many threads about the game not working on non-dev pcs. This program lets the user know if they have an outdated graphics card, installs the latest directx using directx webinstall, and installs the xna framework red
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- Problems with shared texturecoordinates - some meshparts don't render
by genesys
- 1 Replies
- Last post
by Shawn Hargreaves - MSFT
- Hi! I've got a problem and i think it has something to do with uv-sharing. i want to render my helicopter - in rendermonkey everything looks fine (with culling set to counter-clock-wise!!) but in XNA many parts do not get rendered. As it seems, they are exactley those parts which share some texturecoordinates with other parts (i.e. I textured only one side of the helicopter and use this texture fo
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- Invisible Skybox
by Zulbaric
- 14 Replies
- Last post
by Zulbaric
- Hi i have used some of the code from the SkyBoxDemo tutorial to make a skybox in my game. I adapted the code to run with my game but when i debug the game i cannot see the skybox and my model following camera flips round to face the front of the model insted of the back and The Ship model turns weird colors!
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- Cannot Display Graphics
by Pigyman
- 8 Replies
- Last post
by Cygon4
- When I tried the tutorial for 3D graphics, but whenever I run it, it tells me that "Both a valid vertex shader and pixel shader (or valid effect) must be set on the device before draw operations may be performed." Can anyone tell me what's going wrong
Also, with the 2D graphics tutorial, when I run the program it tells me that the following method is "Invalid:"
spritebat
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- Mesh... Z-Order?
by Dockery
- 2 Replies
- Last post
by Dockery
- I am making an FPS. In the FPS, your gun is visible to you (in first person) as it would be in CS. The problem I am having is that other objects will show over this mesh if they are close enough.
Is this because I have a bad projection/view/fov set up, or is there some way I can make sure this one model stays on top of all of the other models no matter what.
I'm not really sure how t
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- Trouble Installing Refresh
by J Camp
- 6 Replies
- Last post
by hpjchobbes
- I just downloaded 1.0 Refresh and attempted to install it, only for it to tell me that I need C# Express 2005 sp1. So I downloaded SP1, but when I try to apply that it gives me an error along the lines of having a bad version. I have version 8.0.5 of visual c# express 2005, running along-side visual studio 2005.
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- Keyboard Text Input
by Braneloc
- 9 Replies
- Last post
by Braneloc
- Is there an easy way to get a standard ascii (ok, unicode, whatever..) character from the XNA keyboard input I'm looking to type some normal text in - and need to be able to support different keyboard layouts(particularly UK/US) and preferably international characters as well.
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- Reading vertex data from assets
by Eric van Feggelen
- 7 Replies
- Last post
by Shawn Hargreaves - MSFT
- Hello guys,
I've loaded a mesh from an .x file, and I want the coordinates of some of the vertices. The object is a big bowl, and I need the selection of vertices around the edge of the bowl, that way I can render something such as water in the object.
How do you suggest I'd do something like this
Thanks
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- Rotating models around their own centers
by Crenna
- 4 Replies
- Last post
by PatrickB3
- Hello, I'm having a bit of trouble rotating models around their own centers; instead any new physical object I place in the world will perform its rotations from the world origin, not their own. I understand that the order of the matrices matter, and as far as I know I'm applying these correctly. Each object is a DrawableGameComponent and has its own transform matrix. In the drawing code updates b
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- Moving vertices with the mouse without changing the Z coordinate (Vector3.Unproject()) and rotating with the mouse
by CyberLord_Dan
- 6 Replies
- Last post
by CyberLord_Dan
- I'm having a big problem on moving vertices with the mouse. Using the Vector3.Unproject, automaticly sets the Z coordinate for a point (the distance from camera)(in my case to 7). When I set the Z coordinate of a vertex to 2, it's not on the same position on the screen as the mouse is. How do I unproject a Vector without modifying it's Z coordinate, but the Vector coordinate to look on the screen
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- Please start new threads on http://creators.xna.com
by David Weller - MSFT
- 9 Replies
- Last post
by denna69
- Very soon, these DirectX 101 forums will no longer permit new posts. The XNA team has moved their forum support over to the new XNA.com site, including the new site for community discussions and headlines, http://creators.xna.com . This includes all discussions related to the DirectX technologies and SDK.
We apologize in advance if this creates an inconvenience, but we are very excited about th
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- Compile Errors when trying to run Directx sample tutorials
by CJohnson
- 7 Replies
- Last post
by CJohnson
- Hey folks, I've just downloaded VC++ Express edition. Proceeded to install the platform SDK, then installed Directx 9 SDK, October 2006. I've installed the first sample tutorial, CreateDevice, and no matter what I do, I get error LNK2019's. I've added the include and lib paths to the project options as well. Any help would be greatly appreciated. Here's the errors: 1>------ Build started: Pr
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- Texture creation robustness question
by qrli
- 2 Replies
- Last post
by qrli
- I've been simply using the A8R8G8B8 and X8R8G8B8 format to create textures for quite some time. These formats are quite commonly supported in recent years, as well as R5G6B5, DXTn, etc. But I'm just thinking that in theory they're not guaranteed to succeed, and it may need some fallback to other formats. It reminds me of the OpenGL way that you can pass in data in any format and it will convert th
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- Cube texture mapping
by Zulkhairi
- 7 Replies
- Last post
by Zulkhairi
- Here i would like to ask about the texture coordinate for the cube mapping. I know that cube mapping did not use the normal coordinate that we use for normal texture coordinate. But i'm getting problem in understanding how the cube texture coordinate works. Let me put example here. Below is the vertex and fvf declaration: struct CUSTOMVERTEX {FLOAT X, Y, Z, RHW; DWORD COLOR; FLOAT V, W, U;}; #de
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- Is the XNA Game Studio Express supposed to look exactly like Visual C# 2005 Express Edition?
by matlock85
- 10 Replies
- Last post
by Kevin Cogger MSFT
- I just downloaded XNA Express 1.0 and I looks just like Visual C# Express Edition that I downloaded a week ago. It even says Visual C#.......... and I dont understand why. Also I could never start a new project because there were no templates to select. Does anyone know what my problems are and how I can fix them.
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- need help..
by jasse_91
- 14 Replies
- Last post
by jasse_91
- im kinda new to xna and c# and when i tried to debug now i get some errors that i dont know how to fix lol. heres the errors i get
this is what i wrote in:
protected override void Draw(Microsoft.Xna.Framework. GameTime gameTime)
{
this .graphics.GraphicsDevice.Clear(Microsoft.Xna.Framework.Graphics. Color .Black);
this .spritebatch.Begin(Microsoft.Xna.Framework.Graphics. Spr
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- Problem using .FBX file
by WilderLand
- 11 Replies
- Last post
by WilderLand
- I have a model that I downloaded off of TurboSquid. I pulled it into 3DS MAX 9, and exported it as an FBX file.
I added it to my project, and when I try to compile I get the following error:
BasicMaterial has a texture, but geometry does not contain texture coordinates.
Is this a problem with 3DS or GSE Any ideas on how to fix it
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- 64bit Managed DirectX?
by ianzxcvb
- 0 Replies
- Last post
by ianzxcvb
- I'm developing with C# and Managed DirectX on a 64bit Vista PC.
I need to be able to address a lot of memory >4GB
Managed DirectX applications compiled to x64 don't run - I hoped the November 07 SDK download would cure this - but not such luck,
Does anyone know when 64bit will be supported