-
- 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
-
- Font sizes with bitmap fonts?
by DFX1212
- 3 Replies
- Last post
by Jon Watte
- So using any of the many available tutorials on bitmap fonts, I can't find one that allows you to specify font size. The only way I can think to do it would be using scaling, but I've tried and the fonts look HORRIBLE. So if I want muliple sized fonts, is my only option to create a texture for each font size
-
- using C++ libraries with C# and 360...
by DigitalPenguin
- 9 Replies
- Last post
by Fluxtah
- Hey Guys, Up until now, all of my projects have been written in cpp. I had a pretty descent game engine written based upon Ogre3D and several other libraries but I kinda abandond the project when xna was released. Anyway though, Im currently still in the process of learning c# however, as soon as I have the language down pretty well, I want to go ahead and start recreating my game engine using xn
-
- Implementation Inheritance - Nothing But Regrets
by bryanedds
- 14 Replies
- Last post
by BrianOsman
- This is kind of OT, but I'd like to see what the other developers here have to say.
I used implementation inheritance in Buttermilk's GUI design. I am regretting it quite a bit. I used implementation inheritance because I reasoned that everyone else's GUI system (including my past two) do so. But the more I learn about design and anti-patterns, the more subtle flaws I see arising because of the
-
- 3d Lines in direct x
by GiovanniFreda
- 3 Replies
- Last post
by The ZMan
- I am trying to render 3d lines in direct x 9.0c. I have tried using the line device but i get some weird video artifacts when i move/rotate the camera around. D3DXVECTOR3 pLine[2]; pLine[0].x = 0; pLine[0].y = 0; pLine[0].z = 0; pLine[1].x = 0; pLine[1].y = 0; pLine[1].z = 10; pD3dDevice->GetTransform(D3DTS_PROJECTION,&projMatrix); pD3dDevice->GetTransform(D3DTS_VIEW,&viewMatrix); D3
-
- DXGI_FORMAT_R11G11B10_FLOAT format
by WolfgangEngel
- 11 Replies
- Last post
by Alexey Barkovoy
- Hi,
the DXGI_FORMAT_R11G11B10_FLOAT render target format seems to be a clear winner when it comes to HDR rendering. The question I could not find an answer in the documentation for is: is it guaranteed to support alpha blending, multi-sampling and filtering
Thanks in advance,
- Wolf
-
- .xnb files are huge
by Scurvy Lobster
- 4 Replies
- Last post
by Jim Perry
- Hi!
Our 2D game is getting huge because of the non-compressed .xnb files all our graphic are stored as by XNA. A single background image in 1280x720 pixels is using 3,5 MB !
What can you do to get file sizes for graphics down
-
- 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
-
- XInput wrapper
by Aaron Leiby
- 5 Replies
- Last post
by Derek Nedelman
- How are people wrapping up XInput Many games only care when the player starts or stops pressing a button. State changes. Edges. XInput lets you check if the button is currently down or not, but leaves the rest to be handled at a higher level. Is XNA Framework planning to handle any of this I wrote a quick wrapper that just checks for state changes and fires off events using delegates. This is a
-
- DX9 from Vista
by kweicht
- 1 Replies
- Last post
by E.Jordan
- I have a question regarding writing DirectX 9 applications from within Windows Vista. Can I write them the same way that I do in windows XP I am going to school for Game Development, and next month I start DX programming and I want to make sure I don't have to reinstall XP. I thought that if I wanted to use DirectX 9 from Vista i needed to call all of the DX9Ex functions, which my class wont cover
-
- Shooting
by Ion101
- 14 Replies
- Last post
by B1narySh0t
- What code could u use for something to shoot. would this event work: if(GamePad.GetState(PlayerIndex.one).Buttons.A == ButtonState.pressed) shoot = true; if(Shoot = True) { bullet.X = Player.X; bullet.Y = Player.Y; buller.Y += bulletSpeed; shoot = false; }
-
- Sprite Rotation using Left Thumbstick?
by Jkat98
- 5 Replies
- Last post
by anistropic
- Help !
Ok, so I am a noob when it comes to game dev and C# programming. But, Im wrapping my head around things pretty steadily.
Problem Ive run into is that I want to rotate a sprite (the main player character) based on the circular motion of the Left Thumbstick. Basically, Im trying my "learning experience" type game to be a clone of Geometry Wars (seems like a pretty simple conce
-
- XNA Games OUT OF THE BOX??
by Rafael Mores
- 14 Replies
- Last post
by The ZMan
- I cant make them work on a PC with just .NET 2.0 DirectX and the XNA Framework, it still needs the GSE and VC# Express, otherwise I get an error that the framework dll should have been installed into the Global Assembly Cache.
-
- chopping up a texture?
by denna69
- 4 Replies
- Last post
by denna69
- Hiya, I'm currently building a class for card games, and part of that class involves drawing the actual card.
It's based around the functions included in cards.dll, basically, the texture is setup the way it would be in cards.dll, e.g.
As,Ah,Ad,Ac,2s,2h,2d /..../ 3c,4s
4h,4d,4c /......
7d,7c,8s /......
10c,Js,Jh,Jd /...
So imagine the cards in the texture are set as 13 columns *
-
- I, j and k components of quaternions
by Jéré
- 1 Replies
- Last post
by shade
- How do we get quaternion components separately
We want to write directly in the program i,j or k in order to make rotation with our camera.
-
- XNA templates not showing up
by TheNewb
- 2 Replies
- Last post
by tango209
- I can't get any of the XNA features to show up inside Visual C# Express.
I read through the XNA FAQ and tried:
Running Visual C# at least once before installing XNA Game Studio
Uninstalling XNA Game Studio and making sure Visual C# isn't running when re-installing XNA
Making sure my Visual C# Express is registered before installing XNA.
None of it helps, I'm missing all of t
-
- DirectX8 and Vista Compatibility
by HighTower
- 14 Replies
- Last post
by David Weller - MSFT
- (split from http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=1221168 to make a new question)
It is interesting that you say that because I am testing a VB6 app that was working fine on XP and below but now fails on Vista when it tries to create a DirectX8 object, specifically
Set oDX = new DirectX8
throws Error 429, ActiveX failed to create component.
Running in XP SP2
-
- Get cue list by AudioCategory
by freds72
- 5 Replies
- Last post
by Joel Martinez
- I am trying to programmatically extract the list of sounds/cue in an AudioCategory...and it seems that is no API to do that!!!
I want to randomly pick a beat sample from the sound bank and play it.
There is no AudioCategory.GetNames() or such method/property :(
I know that I could parse the XAP file, but it would really be sad to have to that. (it's not even XML!!!) And the cue list/sound
-
- Using Pixel Shader 3.0
by theycallhimtom
- 7 Replies
- Last post
by Leaf.
- For another project I need to use pixel shader 3.0. When I attempted to get the effect to work in pixel shader 3.0 I noticed that pixel shader 3.0 was not working anywhere. So I even tried using the code from How to: Create Custom Texture Effects. The HLSL code is written to compile it for pixel shader 2.0. When I changed it to pixel shader 3.0 it failed. It gave an InvalidOperationException on th
-
- (Pixel) Shaders and SpriteBatch
by Eniko
- 1 Replies
- Last post
by Shawn Hargreaves - MSFT
- After some messing around with this, I've noticed that the only time my pixel shader seems to work is if I use SpriteSortMode.Immediate when calling Begin() on my SpriteBatch. Is that just me, or am I correct If so, why is this and why isn't this documented at all as far as I can see
-
- How to render to multiple render targets in HLSL?
by Darkphibre
- 1 Replies
- Last post
by Darkphibre
- Ok, I'm trying to move to a multiple-rendertarget pipeline. But it hangs on the DrawIndexedPrimitives line. Is there something obvious I'm doing wrong Do I need to do something more than just output COLOR0/COLOR1 in VS & PS
This hangs on DrawIndexedPrimitives: this .GraphicsDevice.SetRenderTarget(0, rt[0]); this .GraphicsDevice.SetRenderTarget(1, rt[1]); currentEffect.Begin(); currentEffec
-
- waiting for a sound to finish
by Pat.99
- 6 Replies
- Last post
by ProfEclipse
- Hi, I'm all new to this & there is probably a simple solution.. I'm wanting to play a sound and trigger an event or callback when that sound has finished playing. Do I need to check the status of the sound in each Update or is there a more elegant way Many thanks, Pat
-
- 3D model is incorrect after adding a Sprite in 2D
by nick5454
- 3 Replies
- Last post
by Lostlogic
- I took the example of drawing a 3D model(tutorial 1 and 2(spaceship)) and then pasted the code from the tutorial of the "Drawing a Sprite"
When It renders the ship doesn't have volume. In that I can see right through it. Does anyone know what is wrong. Is there some thickness setting for the graphic devicer that I need to set
The complete code is pasted here:
#region Using
-
- iFACTOR for Xbox360 is ready for download
by dagfari
- 0 Replies
- Last post
by dagfari
- http://www.vector2games.com/ You can email me; david@vector2games.com
-
- how can i find model volume
by Busblue
- 3 Replies
- Last post
by Busblue
- How can i learn my model upper x,y or z position. For example i have a table model. i wanna learn to table's upper coordinate.