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- Pix fails to capture single F12 frame, for debug project
by ThomasAG
- 0 Replies
- Last post
by ThomasAG
- I can do three of four experiements on my application in debug mode.
However, if I try to capture single frame at the press of f12, my app launches and imidiately crashes with an unhandled win32 exception. No further info. When connecting debugger and looking at it, it is not in my project the crash occures.
The exception is at 0x0048c4b8. It is an access violation trying to read 0x03c19fe8.
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- HLSL Procedural Textures
by doctorsgonzo
- 2 Replies
- Last post
by thedo
- I am currently trying to implement HLSL procedural texture support in XNA. After I have defined the sampler and associated it with a function to generate my procedural texture in HLSL, I would usually call D3DXFillTextureTX in DirectX9.0c to fill a texture using the compiled shader. Is there an equivalent set of operations in XNA
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- Why C++ and not C#
by Sander Lissenburg
- 7 Replies
- Last post
by Sander Lissenburg
- Currently I'm not a .NET expert and not active in de game or 3d programming. But when I have the time, I would like to start experimenting with directX. But now I've got this question, why does everybody(also all the books about directX) use C++ and not C#. The Xna framework is based on C#, what makes C++ better
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- Models drawing in front of Sprites
by Khan Azul
- 1 Replies
- Last post
by dczraptor
- I have one class, GameScreenManager, handling all of my 2d images. I have another, GameLevel, handling all my 3d assets (models). Both of these are drawable components, added to the Game. Both classes are drawing their graphics appropriately, but the 3D graphics are always occluding the 2D. I have set: GameScreenManager.drawOrder=2; GameLevel.drawOrder = 1; and have tested to show it is in f
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- Pong
by DaBadger
- 8 Replies
- Last post
by DeadlyEvilRyu
- Where would I find or How would i go about creating a simple 2D pong game.Are there any tutorials available
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- I cannot compile any XNA tutorials
by ManInTheBox
- 11 Replies
- Last post
by ManInTheBox
- I have Microsoft Visual C# express and XNA Game Studio Express, but when I create a new project and follow the tutorial (any tutorial) and copy and paste the code into a new project, i cannot compile because there are errors when i press F5. Example in tutorial 1: displaying a 3d model on the screen i follow all the directions and when i copy and paste the code at the end and hit f5 i get the firs
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- Looking for Game Components
by Michael Morton
- 4 Replies
- Last post
by bryanedds
- Hi all,
I'm compiling a list of game components made by the community. Let me know if you have any you would like listed.
Thanks,
Ziggy
www.ziggyware.com
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- Free-moving camera?
by ricodued
- 12 Replies
- Last post
by ricodued
- How exactly would I go about implementing a free-moving camera I looked at the How To: Rotate and Move a Camera in the docs, but it doesn't seem to build for a 360 project. Any help or a point in the right direction
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- xna with managed directinput
by daimaku
- 4 Replies
- Last post
by daimaku
- i'm making a game using the xna framework, the input class in the xna framework is good but i want to support old gamepad and joystick and i 'm using the directinput from the managed directx 9.0c, but when i use this line of code
game_control.SetCooperativeLevel(this, CooperativeLevelFlags.NonExclusive | CooperativeLevelFlags.Background);
the compiler gave me this two error codes:
a) The
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- Weird backface glitch
by RavenWorks
- 10 Replies
- Last post
by RavenWorks
- I'm not sure what's going on here; I wouldn't be surprised if it's just my video card. But has anyone seen this before cellphone_rendering_bugs.jpg That's a series of screenshots I took as the model rotated... the original model in Maya has all its normals facing the right way. I exported it as an FBX200611 model. I'm (unfortunately) using a Compaq Presario with an NVIDIA GeForce 6150 LE video c
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- First XNA project & a question regarding pink outlining
by redshock
- 5 Replies
- Last post
by redshock
- I am creating a old-style RPG with added bells and whistles and it uses XNA. I threw a character in the game and he has a pink outline around him which is actually what I use for the transparent color. Do I need to do anything in code to remove this I thought I did something similar in Direct3D before when I was first creating the texture. Since GSE does it all for me, I'm getting a
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- How to deploy on the Xbox at many developpers
by Oli_c
- 4 Replies
- Last post
by Oli_c
- Hello,
I'm a student and I'm developping on XNA with my teamates. We have a Xbox 360 and develop on our personnal laptop.
When we have tested our project on the Xbox, we can't deploy from each laptops to the Xbox.
Does a solution to deploy from several computer exist
Thank you for your help.
O.C
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- "Chaos" 3d FPS Game Engine (WiP)
by OasisGames
- 12 Replies
- Last post
by OasisGames
- Title: Chaos First Person Shooter Game Engine for XNA Objective: To design and write a first person shooter engine for the XNA that utilizes advanced shaders, shadows, and poly-based collision detection and to meet or exceed the capabilities of the engine used in "Halo" Website: [ here ] Time Frame: 4-5 Months (Expected completion in late April to early May, 2007) Description: The Chaos First Pers
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- XNA Game Installer
by Josh Mackey
- 6 Replies
- Last post
by SP021
- Has anyone made a installer which installs XNA games and if needed, installs the XNA framework I actually have started one my self but if there is one out there I will use it.
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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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- Render DirectX to UserControl vs Form
by Torbjorn
- 0 Replies
- Last post
by Torbjorn
- Hi,
I have a 3rdparty DirectX game engine that takes a Control as input for rendering onto.
When I use a Form and pass the Handle to the game engine, everything is working well.
But, if I create my own UserControl, and pass the Handle to it to the game engine, I get problems if I minimize the Form that the UserControl is placed onto.
After minimizing the form, when I tr
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- Multiple Pass Post-Processing
by Arkcann
- 4 Replies
- Last post
by Catalin Zima
- This has been bugging me for a while, whenever I try to execute a multiple-pass technique that affects the entire screen, the only pass that makes any difference is the one executed last for example:
pass P0
{
PixelShader = compile ps_2_0 Blur();
}
pass P1
{
PixelShader = compile ps_2_0 GrayScale();
}
The screen is only changed by the GrayScale effect whi
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- d3dx9.h and CINTERFACE
by Charles Brunson
- 1 Replies
- Last post
by windozer_
- I'm using Visual Studio 2005 with the Februrary 2007 SDK. In my project I define CINTERFACE because I need to store pointers to some of the com object methods with object->lpVtbl->method. For the rest of my code though, I'd like to be able to use the normal syntax; right now to accomplish this, I am using multiple cpp files. I get these errors though: Error 1 error C2198: 'HRESULT (__stdcall
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- Windows Vista, Visual Studio 2005 and Managed DirectX
by Cyrus1985
- 2 Replies
- Last post
by Asmodyne
- Here is my problem: I get a BadImageFormatException if I try to run a Managed DirectX application compiled for "Any CPU" or "x64" on my Vista x64 System. Here is my one-line sample application: [STAThread] static void Main() { int info = Microsoft.DirectX.Direct3D.Manager.Adapters.Default.Adapter; } If I compile it for "x86 CPU" it works fine.
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- Using XNA for fast bitmap display
by Remi Thomas
- 5 Replies
- Last post
by Kyle_W
- Hi,
GDI+ to display large image with zoom and scrollbars works great but is slow.
Do you think XNA (and DirectX) can be use to achieve this faster
Is see some difficult points (I discover XNA)
- Add scroolbars to a window
- Have two or more window
- Convert my own in memory image format to XNA image format
What do you think
Sincerely,
Remi
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- TestCooperativeLevel in D3D10
by Pavor
- 7 Replies
- Last post
by Pavor
- Hello!
How should one to determine lost devices in D3D10
Documentation says that we should use
Code Snippet Present( 0, DXGI_PRESENT_TEST );
But a few lines below we can read the following:
DXGI_PRESENT_TEST is only intended for use when switching from the idle state; do not use it to determine when to switch to the idle state as doing so can leave the swapchain un
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- determine supported z buffer bit depth
by wxb1
- 2 Replies
- Last post
by wxb1
- I'm working updating my graphics program to use the xna frame work and wanted to determine ALL the available z buffer formats for the adapter... I wanted to use the GraphicsDeviceCapabilities class but I cannot find a property of this class that gives me this information... what class should I use to determine this or what is the proper way to determine this...
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- First XNA project & a question regarding pink outlining
by redshock
- 5 Replies
- Last post
by redshock
- I am creating a old-style RPG with added bells and whistles and it uses XNA. I threw a character in the game and he has a pink outline around him which is actually what I use for the transparent color. Do I need to do anything in code to remove this I thought I did something similar in Direct3D before when I was first creating the texture. Since GSE does it all for me, I'm getting a
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- A noob thought on Hit Box.
by magicalclick
- 4 Replies
- Last post
by magicalclick
- The most basic collition dection is just to make a bounding sphere. It is the quickest. I am wondering why not use more sub-bounding sphere for the details I would make a primary bounding sphere that indicates the possible hit and a inner sphere that indicates 100% hit. If the collution happens in between, use the sub-bounding spheres. The more sub-spheres it uses, the more accurate the hit box de
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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