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- hello... and please give me a GUI
by schmod54
- 3 Replies
- Last post
by Michael Klucher - MSFT
- Hello. I started working on a video game as a hobby a couple months ago, and I was doing it in Java because that's what I was most experienced with. Since stumbling across XNA on the web, I've just started it over again in C#, because XNA makes so many things easier. So thanks for making such a good and free product. I figured you guys would be happy to hear that an experienced Java programmer is
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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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- Model Exporting From Maya (.fbx)
by ngilbert
- 10 Replies
- Last post
by neiltrodden
- I have a question and concern regarding the .fbx model exporting from Maya. Problem: Whenever I load a model into my game that has been exported using the latest .fbx exporter plugin from Maya the model is arranged such that some of the pieces of the model are lined up along its x axis. I did some research on the .fbx file format and found out that while it was designed to be an open document 3D m
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- Has anyone thought of making XNA screen savers?
by Ecrofirt
- 12 Replies
- Last post
by Ecrofirt
- Now I know XNA is supposed to be for game development, but its ease of use should also allow for very simple screen saver programming. In only a few hours I've got a completely working version of the Windows Starfield screen saver up and running, and I'm sure other people here could come up with stuff that's a ton more creative than that. What would be hard about turning these into completely work
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- Advice on number of DrawableGameComponent
by Arsouille
- 1 Replies
- Last post
by Mitch Walker - MSFT
- Hi, I'm writing a 2d game in order to learn XNA. I have made a sprite class to maintain position and texture of sprites and several other data. I have derived my sprite class from DrawableGameComponent. Sprite add themself to the game component list by calling the game.component.add function. Every sprite share the same ContentManager with a static variable. My game Draw method : protected ove
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- Need assistant in volume texture
by Zulkhairi
- 5 Replies
- Last post
by Zulkhairi
- I'm still new in directx programming and quite dont understand with the volume texture. I've been learning directx programming with the example given by microsoft itself. it does quite a lot of things but lack of documentation.
Straight to the point, i dont understand this chunk of code:
{ D3DLOCKED_BOX LockedBox; hr = m_pVolumeTexture->LockBox( 0, &LockedBox, 0, 0 ); if(
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- Animation sample?
by gmcbay
- 14 Replies
- Last post
by cybereality
- Great work on XNA GSE 1.0! I downloaded it today and signed up for the 360 Creator's Club. Getting the basic engine code I've been working on under Windows for the past few weeks compiling and running on 360 was far easier than I was expecting (though it would be nice if the IDE had better support for projects that target both platforms).
One aspect of the engine I've been avoiding for a while
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- Generating an assembly error with the mscorlib when building sln
by J. Rizzo
- 3 Replies
- Last post
by J. Rizzo
- When we build the solution we are getting this error:
An assembly with the same identity "mscorlib, Version=3.0.0.0, Culture=neutral, PublicKeyToken=1c9e259686f921e0' has already been imported. Try removing one of the duplicate references.
We searched the solution and the C: Drive for a duplicate, but there isn't one. We've removed the mscorlib from the solution and it will start to bui
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- Reading the buttons of Joystick Saitek x52
by MoniDD
- 14 Replies
- Last post
by MoniDD
- Hi all,
Did anybody come across a C# sample that relates to Saitek X52
I have found some generic Joystick samples which help me read the buttons EXCEPT the Mode button.
The GetButtons() function returns the codes of the pressed buttons, but I cannot get the status of the Mode button out.
I just spoke to Saitek support - No .NET samples whatsoever.
Any tips will be appreciated.
Be
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- C# - Managed DirectX - Secondary Monitor
by NumberKruncher
- 14 Replies
- Last post
by NumberKruncher
- Hi,
I posted this question in the C# forms forum area a couple of days ago, and I thought perhaps this was a more relevant forum for the question.
I am creating a program which uses the secondary attached monitor. The program successfully creates a Direct3D enabled window which runs fullscreen on the secondary adapter (using an adapter id of 1). This does in fact work smoothly and how I woul
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- Getting adapter format BEFORE device creation?
by Jon Watte
- 5 Replies
- Last post
by Jon Watte
- I have a fairly simple problem. I'd like to see if the screen is wider than 1280 or not, before deciding on a 1280x720 backbuffer or a 1024x640 backbuffer. The latter will make the game (in windowed mode) work better on 1280x800 or 1280x1024 displays, which are pretty darn common these days. (Meanwhile, for Xbox, I'll just hard-code 1280x720) However, when I create the graphics device manager insi
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- XML usage on 360
by jwraith
- 9 Replies
- Last post
by nobodyman
- Okay, so a simple query. How to I use an XML file when when developing for the 360. I can do it fine in windows, but as of yet I am completly lost on how to load the file when on the 360.
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- loading textures "in game"
by Steffanp
- 6 Replies
- Last post
by Joel Martinez
- Hi I know how to load a texture when the game starts, but how to load a texture when the game has already startede ex. 10 min in the game
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- Managed DirectX vs Native DirectX performance
by Wiegje
- 8 Replies
- Last post
by Wiegje
- Greetings,
I'm sure many people asked this before but no one has ever been able to answer this for me :( I've searched high and low (on this forum too) but theres no answer to this question:
Whats the performance difference between MDX and DX
I'm currently writing a little 2D engine in MDX, and its quite fun to do! But it doesn't perform that well, I've managed to get a few performance ga
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- Export Games
by cmv0116
- 4 Replies
- Last post
by Neil19533
- Is there any way that I can export the game that I have made in XNA as an exe, so that someone is able to play them on a computer without visual C#
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- Which measurement system?
by jeffmorris
- 3 Replies
- Last post
by Bill Reiss
- Which measurement system does XNA Game Studio use - inches & feet or metric I was trying to create 3D boxes for a 3D game and the boxes look too small. I used the code from this link: ms-help://MS.VSExpressCC.v80/MS.VSIPCC.v80/MS.XNAFX.1033/XNA/Math_HowTo_FirstPersonCamera.htm
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- best way to do 2d parallax floor sprite
by Fistandantilus282303
- 9 Replies
- Last post
by Fistandantilus
- I need to do a 2d parallax floor sprite. (I want to closely emulate the style of an older game). Let me explain. I have a long, short rectangular floor texture. I'm rendering it as a texture on a 2 triangle (to make a square or rectangle) set of primitives, that is normally the same size as the texture, and the upper left corner is mapped to 0,0 of the texture, and the lower right corner to 1,1, e
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- HLSL's tex2Dlod (Vertex Shader texture fetch) difference between PC and XBOX360?
by Handkor
- 5 Replies
- Last post
by Shawn Hargreaves - MSFT
- I'm am trying to read height data from a texture
to my vertex shader in XNA with tex2Dlod and I have come across a
difference in setting between PC and XBOX360 and I was wondering if anyone
could clarify.
On my PC I can fetch data without any problems using floating point texture
using SurfaceFormat.Vector4. Now just from compiler errors I know the 360 does
not support Vector4 textures b
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- Managed DirectX Sprites: Is it possible to light them?
by DamienRoot6
- 7 Replies
- Last post
by DamienRoot6
- Hi, Does anyone know if it is possible to apply Direct3D lights to sprites constructed using the Sprite helper class in Managed DirectX Since the class creates a quad for the sprite, I would have thought it possible to light the quad or rather the quad's texture. I have tried adding a light to my sprite scene and have tried doing this both before and after drawing the sprites. However, I cannot se
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- Debug a XB360 project on PC?
by Jutsin Leung
- 6 Replies
- Last post
by Stephen Styrchak - MSFT
- When a project is created as XB360 Game, it can be deployed to the XNA Launcher by press F5, but it is quite annoying even if just change a line of code and test it. Is it possible to debug (or even build release ) a game on both XB360 and PC without project migration
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- Drawing order of primitives
by klahyman
- 3 Replies
- Last post
by Kris Nye
- Hi all, I am drawing semi-transparent view-aligned slices to create a smoke effect. The slices are fullscreen quads with increasing z from 0 to the end of the view frustum. Inside the vertex shader I do the inverse projection of the slice corners using the inverse of world*view*projection. I pass these coordinates to the pixel shader, where the effects are created procedurally based on the interpo
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- File Data structure design
by codetale
- 5 Replies
- Last post
by waruwaru
- i am trying to create my own game data file, i want to pack all files/resources into a single file, which like "zip"/"cab" does. but i have no idea how to implement this i think the file structure should as below <file_heaher><file_version> <resources_list> <resource_binary> <file_footer> file_header, use to reconize file's type file_version,
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- Applying Texture to Mesh
by mcclgn
- 2 Replies
- Last post
by mcclgn
- I am trying to apply a texture to a mesh that has no texture. All that's happening is that only a single color from the texture file is being applied to the mesh, but the entire texture is not displaying. Here's the rendering code:
Dim mat As Material = New Material
mat.Ambient = Color.White
mat.Diffuse = Color.White
device.SetTexture(0, Nothing )
device.SetTexture(0, texture
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- Multiple sprite batches?
by Zoulz
- 2 Replies
- Last post
by Bill Reiss
- Is it a good idea to use multiple SpriteBatch objects to render different batches of sprites (GUI elements, additive particles, animated sprites etc), or can I just pass around one instance of a SpriteBatch and Begin/End for each different batch
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- Tiling a texture?
by BigWinston
- 12 Replies
- Last post
by Fluxtah
- Hey,
I have a 3d terrain system. The terrain is built using a heightmap image. Then I have a large texture that I paste over the top, this covers the complete terrain.
I'd like to be able to dispose of the one large terrain texture image and use tiling and different layers for different tiles. (Texture splattering, I think this is called).
However, for now I'll be happy with just tiling m