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- TEX2D 2nd overload: HLSL Bug or erroneous usage?
by creasso
- 3 Replies
- Last post
by Alexey Barkovoy
- Greetings to all Forum Members and an amazing 2007 to everyone!
DESCRIPTION:
I'm doing a shader that uses the seccond overload of Tex2D to do a Texture lookup (source rect) before stretchs it with the Texcoord.
So I did declare the float2 to store the source rectX and rectY in the parameters as follows:
// My Shader
texture Mytexture < string myfile = "TexFilename" ;
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- VertexBuffer.SetData cost
by Flecko1
- 5 Replies
- Last post
by Shawn Hargreaves - MSFT
- Which is faster -Add vertices a few at a time to an array, then call VertexBuffer.SetData for all of them at once -Call VertexBuffer.SetData on a few vertices several times The array can be statically allocated, but the data is only relevant for one frame, so there's no benefit to keeping it around. Thanks, Max
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- tetris game - gamefield redraw. . .
by JeZteRicp
- 1 Replies
- Last post
by nobugz
- i followed the code in the book ".NET Game Programing with Direct X 9.0" to make the tetris game. everything works except the redraw. heres the code for that:
Public Shared Function Redraw() As Boolean
Dim x As Integer , y As Integer
' at first, clear the game field
picGameField.Invalidate() 'this is declared "Public Shared picGameField As PictureBo
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- XNA vs Intel 915G
by Scorchio
- 8 Replies
- Last post
by Scorchio
- I was wondering if anyone has had any success with the XNA framework on a pc with the Intel 915G chipset. I have a user reporting an XNA-based program of mine is failing to start up due to it being unable to find a suitable graphics device. Reading around on various forums, I gather the shader support offered by the Intel 915G is somewhat non-standard, which may explain why XNA can't or won't use
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- Deploying my own game assets
by Nick Winters
- 14 Replies
- Last post
by Shawn Hargreaves - MSFT
- I've chosen not to use the content pipeline provided with GSE. How do I deploy my game assets to the 360 HD Is there a command line utility so that I can build it into my tools Thanks. -Nick
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- Let's go 3d engine
by Michael Hansen
- 14 Replies
- Last post
by Jim Perry
- sorry about my typos i am word blind , but the math thing is in place
Hello i like to share some info width you
mabye you have seen crytek 2 engine
and my is how do we make a aaa 3d engine
here is a link to a paper about the crytek 2 engine
http://ati.amd.com/developer/siggraph06/Wenzel-Real-time_Atmospheric_Effects_in_Games.pdf
well the 3d evolution game engine(my engine)
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- Rants on XNA 1.0
by qrli
- 14 Replies
- Last post
by qrli
- This is my first reaction when I installed and tried the 1.0 of XNA. To summarize my feeling: it's still 95% for XBox and no nearer to replace the old MDX 1.0. So I decided not to migrate from MDX to XNA though I want to do that very much. I feel like MDX 2 more; amen to MDX 2. The hardest issue for me is the content pipeline, which is very necessary, but the workflow is fixed and it assumes the c
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- Shadows in 2D
by bboylen
- 6 Replies
- Last post
by The ZMan
- I'm writing a 2D game and it looks nice, but its missing something. I've never handled shadows with 2D games before, but I believe this would add a nice touch. Can anyone give me any pointers (no, not the programming type) Is there an easy way with XNA to make the shadow appear on my standard background when just doing 2D
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- 360 Texture Mapping Problems...
by Duckocide
- 2 Replies
- Last post
by Duckocide
- Ok ... Just got my 360 creator club membership and tried my first 360 game routines. I have a problem with textures...
I'm using DrawableGameComponent's.
I'm rendering a tube with a texture and fogging (to black). Camera is inside the tube. The tube is made up of triangles with a repeating texture. Looks great until...
I've now added a component that plots a sprite (a simple game logo). T
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- System.Reflection.Assembly
by Billr17
- 2 Replies
- Last post
by Billr17
- I'm finally getting around to porting what I had written during beta 1 over to the RTM. I'm thinking about building my engine in a modular fashion so that I can issue pluggins to extend its abilities easily. The XNA documentation lists System.Reflection.Assembly as an supported object on the 360. Is this true, and how does the FromFrom, etc methods work on the 360. Obviously the file pat
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- Displaying Fonts in XNA?!
by R.Kneyber
- 8 Replies
- Last post
by R.Kneyber
- Hi everyone, Just got started on this but already running into a heap of trouble... How do I display fonts I already got the bitmapfont.cs from Gary Kacmarcik on http://blogs.msdn.com/garykac/archive/2006/08/30/728521.aspx but the class won't build due to all sorts of weird errors. Am I doing something wrong or is it simply because the class was written voor Beta 1 or 2 How do you display fonts
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- Learning XNA
by Indigo Dragon45
- 5 Replies
- Last post
by Glenn Wilson
- I'm having trouble learning XNA, everytime I go to a website to use the tutorials they are always out of date and don't work. And the microsoft documentation isn't very useful either. What should I do
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- Xbox360 Controlls
by Soapo
- 4 Replies
- Last post
by Nick Gravelyn
- Works Fine
if (gamepad1.Buttons.A == ButtonState.Pressed)
{
//Action / Roll
GamePad.SetVibration(PlayerIndex.One, 1, 1);
}
Why Dose this not work. I don¡¯t care how hard it is being pressed I jest what to know if it is being pressed.
if (gamepad1.Triggers.Right == ButtonState.Pressed)
{
//Sword
GamePad.SetVibration(PlayerIndex.One, 1,
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- My shadow maps work on Windows, not Xbox 360
by Brandon Bloom
- 12 Replies
- Last post
by Shawn Hargreaves - MSFT
- I'm having some problems getting my shadow maps to work on the Xbox 360, but they work great under Windows. There seems to be some weird SetRenderTarget and ResolveRenderTarget behaviors I don't really understand on the Xbox 360.
I¡¯ve got too much code to post here, so some pseudocode is at the bottom.
I realize it may be hard to help without seeing the actual code, so if more information is
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- Whos using TorqueX, Who isn't?
by Spyrrho
- 8 Replies
- Last post
by Eddie Garcia
- Just curious:
1. Are you using TorqueX or not - and why or why not 2. If you are using TorqueX are you also using TorqueX Game Builder and why or why not
I'm experimenting with both but haven't decided if its the way I'm going to go yet.
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- Could C# be the future of gaming?
by QuantumMischief
- 14 Replies
- Last post
by DEBRO
- Since XNA is using C#, and is is a more intuitive language than C++, is it possible that in the future that C# will dominate, espessially in AAA titles. Could XNA be ushering a new way of programming in the main stream
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- Are they bugs?
by ShAdeVampirE
- 7 Replies
- Last post
by ShAdeVampirE
- Hy! I'm trin' XNA since 1.0 was released, so I'm kind of newbe. The first thing, what I expected as a bug is that SynchronizeWithVerticalRetrace seems to do nothing. I use the base Windows Game project for test, and in the Initialize function I set some parameters: _graphics.GraphicsDevice.PresentationParameters.FullScreenRefreshRateInHz = 70; _graphics.SynchronizeWithVerticalRetrace =
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- Join two 3D points with Cylinder.
by exchhattu
- 0 Replies
- Last post
by exchhattu
- I have tried two join two 3D points with cylinder. How to join these two points regarding world transformation. And I using DirectX Feb 2007 with C#
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- 2d Platforms
by skynes
- 14 Replies
- Last post
by skynes
- I understand it'd be pretty difficult to help me with a problem with me just describing it, without seeing code so...
http://skynes.tripod.com/TheWizard.zip
There's a link to a zip file containing my XNA project and all images.
The Project so far is a mix of a couple of tutorials I found online (2d wizard and a tile engine) along with sprites I found online. I haven't made any of my own s
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- Getting a 360 for contest... wait for Zephyr?
by Kookoo
- 8 Replies
- Last post
by XNA Rockstar
- Should I wait for the next rev before getting a 360 and a Creator's Club subscription Are there any plans to offer rebates or trade-ins I don't need 1080p or a 120GB disk... are those the only alleged upgrades (aside from the cooler cpu)
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- How to get a lit sphere colored sphere/cube in XNA
by Ceres629
- 9 Replies
- Last post
by Derek Nedelman
- I've been trying to do this for the past few days asking many questions to get to this seemingly simple goal, but i just run into problems at every step. In MDX I just created a mesh object, then: myMesh = mesh.Box(...) or myMesh = mesh.Sphere(...) In XNA I've had to go through making custom vertex formats, manually drawing all the sides of the box, and now even worse it seems I have to manually i
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- Should I use Object Oriented programming for games?
by C Senthil Kumar
- 13 Replies
- Last post
by C Senthil Kumar
- I am really confused whether or not to use object oriented programming for game development.
I know that using classes correctly will help keep my code organized but I am confused about the performance.
I have searched the web and I haven't got the exact answer.. not even close.
Some people say, object construction and destruction (among others) is a performance degrader in OO programming
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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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- DreamBuildPlay is up!!!
by XNA Rockstar
- 14 Replies
- Last post
by Dave Mitchell - MSFT
- Now go register!!
Actual contest details to come the week of Feb 5th
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- Gamma 1.0 or sRGB
by WolfgangEngel
- 0 Replies
- Last post
by WolfgangEngel
- Hi,
I am just looking on how to convert textures on the fly from gamma 2.0 to gamma 1.0. It seems like there is a 8:8:8:8 SRGB format and there are a couple of block-compressed formats. I also found DXGI_ GAMMA _CONTROL that seems to be used to convert back from gamma 1.0 to 2.0. With D3D9 there was also a SRGB render state.
I would appreciate an explanation how this works now in DX10. What