-
- The Unofficial "Hooray I'm Done With my DBP Game" Thread
by Bill Reiss
- 14 Replies
- Last post
by Handkor
- When you get done with you game and sumbit it, crow about it here.
A little over 24 hours left until the deadline and I'm so amazed I'm done, so much better than college
Thanks to ZMan for his help, good luck all. I'll post the source code for my submission once the deadline hits.
Bill
-
- Is it possible to create the device using a panel as the renderWindow param?
by Marcos Dell Antonio de Souza
- 3 Replies
- Last post
by Marcos Dell Antonio de Souza
- Hi. I'm trying to use Mobile Direct3D in a form that has a menu, but when I create the device using the form as the renderWindow param, the menu is "overrided". So, i've tryied to create my Device using a Panel filled in the form. It didn't work :-( Anybody knows how can I have my device created using another control (not the form) Thanks
-
- DrawableGameComponents as primary graphical output.
by Paul Burg
- 1 Replies
- Last post
by Bill Reiss
- Would it be a valid programming approach in XNA to have the main game's Draw function not draw anything, but use DrawableGameComponent classes to perform all of the video processing This would seem to make sense, because you have various screen types in a game, which could all be DrawableGameComponents, such as the startup screen, FMV screens, gameplay screens, etc.
Also, would you use Drawabl
-
- Pixel Shader 1.1
by Jose Rodolfo
- 14 Replies
- Last post
by Barbarian of the West
- Hello, I'm studying the possibility to use XNA todevelop some educational games, but I Have a doubt, does every student that will play a simple game of mine will have to buy a video card that supports pixel shader I wonder if there is a way to develop a game in XNA and not to use pixel shader, I'm from Brazil, and many of the students does not have a good video card.
-
- Partially map a resource
by GSus
- 2 Replies
- Last post
by Brian Klamik
- I saw in the DX10 documentation that the function D3D10Buffer::Map() doesn't seems to allow the user to modify only a subpart of the buffer. So if I havefor example a very large vertex buffer and I need to modify just one vertex, do I need to resend the entire model to the GPU Thanks in advance.
-
- PIX crash when attempting to set shader variable
by supagu
- 6 Replies
- Last post
by Ralf Kornmann
- I've got some code that works fine when not running via pix, how ever when i run it through pix it crashes. I've found that the crash is caused when i call either:
SetResource
or
SetMatrix
here is my code:
void DX10Effect::SetTexture(EffectParamHandle handle, Texture* texture)
{
HRESULT hr = ((ID3D10EffectShaderResourceVariable*)handle)->SetResource( static_cast <DX
-
- Sorting renderstates in XNA
by Haugst3d
- 2 Replies
- Last post
by Shawn Hargreaves - MSFT
- Hi,
I am currently trying to port my old "rendering system" from mdx to XNA, and have so far everything up and running (with a few exceptions). My StateManager which in mdx is used to optimize the process of setting renderstates/samplerstates/texturestates is giving me a bot of a headache:-) I can't seem to find some of the methods in xna which I used to call in mdx i.e. to save a
-
- Textures don't show up when using Basiceffect
by MoP73
- 13 Replies
- Last post
by Shawn Hargreaves - MSFT
- Hi, I'm just trying to create a couple of walls and apply a texture to them. Unfortunately, when running the program the walls just come out as a grey sort of colour (depending on the texture, the shade of grey seems to change). I'm assuming there's something obvious I'm missing, so I'm hoping someone can help me out. Here's snippets of code handling the basiceffect: //In loadgraphicscontent:
-
- XNA Creators Club without Xbox Live?
by Chris.Hughes.Personal
- 4 Replies
- Last post
by waruwaru
- Is it possible to subscribe to the XNA Creators Club without holding an Xbox Live subscription XNA is not just for Xbox development, it covers Windows too. And for me, running an XNA game on Xbox is secondary to obtaining access to sample games (e.g. XNA Racer) and game assets (I'm a developer, not an artist). I'm very keen to work with XNA, and I'm happy to drop $100 on it, but I'm not keen to p
-
- Minimizing and Maximizing
by A1Programmer
- 12 Replies
- Last post
by Richard Kain
- I have my application set to use the full screen. If I hit alt tab, go into another app, then alt+tab back into my game, it's solid gray, and then locks up. I wrote some simple code to check the keyboard state, and close the app if I hit escape, but that doesn't even work. I just assumed that this would all be handled for me, out of the box... Do I have to write anything myself to fix this
-
- GeForce4 MX 4000: No vertex or pixel shader support
by NotMyself
- 5 Replies
- Last post
by RealityMasque
- It seems that 3D
objects will not render for me. I get a black screen. I posted about
this in an other thread but it really wasn't on topic. The spacewar
demo does not render on this machine. I get a black screen with the
overlay display visible. I have tried several of the demos posted here
as well as the simple how to in the help file. None of these work.
Someone suggested that my vide
-
- XNA and future Microsoft Consoles
by Carlos Perez
- 6 Replies
- Last post
by Jim Perry
- Will future releases of XNA (v2.0, v3.0, ...) be able to deploy games into future XBox consoles
I know this question is kind of too early, but just wondering before I forget.
-
- Best Way to Ensure 30 fps Frame Rate
by Celios
- 5 Replies
- Last post
by E.Jordan
- Hi. I wrote this in another thread I just started : I am trying to play RGB
video at 30 fps, so I set the Direct3D device's
FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT (which is 60 for
most monitors) and set PresentationInterval = D3DPRESENT_INTERVAL_TWO. When reading this, I just realized that if the monitor's frame rate is not 60, then my application will not output the video at 30 f
-
- Multithreading and DirectX
by AndrejJst
- 4 Replies
- Last post
by Alaney
- Hello
Im working on a DirectX application and have encountered a problem.
The application as it is, runs in main thread. All DirectX related things are executed in this main thread. For loading purposes i have two other threads. In windowed mode everything runs ok. All threads wor fine. But in fullscreen mode, it seems that only main thread runs. In first version i started new thrad every ti
-
- solution clean not deleting .exe file
by Katryn
- 3 Replies
- Last post
by Shawn Hargreaves - MSFT
- Solution Clean is not deleting my .exe file even though it reports it as deleted. It doesn't disappear from my folder like the other files do. And if I try to rebuild before 10 minutes are up - I get a .exe is being used by another program.
This happens even though I am closing the app and disposing correctly.
Thank you for any work-arounds. This is costing me tons of lost work time
-
- Setting RenderState's inside a shader - possible?
by GroZZleR
- 2 Replies
- Last post
by GroZZleR
- Hey all, I've been searching for the last two hours, and I can't seem to find anything. Is it possible to set RenderState's inside a shader Does anyone have any links I can't find anything on MSDN, not even in the HLSL documentation. I'm looking to set these states, if it's possible: GraphicsDevice.RenderState.AlphaSourceBlend = Blend.SourceAlpha; GraphicsDevice.RenderState.DestinationBlend = Bl
-
- How can I reveal the mouse pointer in my XNA application?
by Jim Blackler
- 2 Replies
- Last post
by Jim Blackler
- This worked in the previous version of XNA that I had ... Mouse.IsCaptured = true That symbol is no longer defined.
-
- Relation between Graphics and GraphicsAdapter/Device
by user32
- 4 Replies
- Last post
by user32
- I'm wondering about some of the inner workings of XNA. What is the relation between: Graphics and a GraphicsAdapter and/or device. I can see that the Graphics is obtained from the GraphicDeviceManager but how is this related to eachother. Im comming from WIN32 where there was something like a device context. Should i think in XNA along the same line
Can someone tell me how the following terms a
-
- GameComponents controlling GameComponents
by DevanDanger
- 7 Replies
- Last post
by DevanDanger
- Most XNA game examples I have seen so far load all the game components right away at the beginning of the game no matter what. I looking to setup a GameComponent (GameWorld) which the user will control to load which will subsequently load several other game entities which are inherited from the DrawableGameComponent as well, but they all controlled by the GameWorld as far as enabled/visible. This
-
- Unified Input
by JDPeckham
- 14 Replies
- Last post
by Alcedes78
- It's my biggest gripe about XNA and directx, there's no unified input...
I don't have a 360 controller hooked to my pc, not even sure if that is possible... is it Anyhow, since i took the whole unified input idea from Lynn T Harrison's book, i'll share it here in hopes that people can email me suggestions and feedback. The enum translations aren't finished yet and the InputManager i
-
- XNA 360 Payment Methods
by Justin.V
- 7 Replies
- Last post
by kingdona
- Hello all,
I've been really interested in XNA for a while now and today it's finally released! However... Since I don't have a credit card (and I don't intend to get one) it seems I won't be able to buy it!
So obviously my question is, is there any other payment methods besides credit card (ex: Microsoft points ^^)
Thanks.
-
- About racing game starter kit install
by Hamk
- 3 Replies
- Last post
by Jim Perry
- Hi, I have ever installed both vs studio pro and vc# express. The problem is when I install the "racing game", it'll be installed to vs studio pro template. How do I make it become the template of vc# express
Thanks a lot.
-
- Microsoft.Xna.Framework.Graphics.GraphicsDevice does not contain a definition for 'BeginScene' ?!?
by Bloom326984
- 5 Replies
- Last post
by Bill Reiss
- I am confused, I keep getting an error telling me GraphicsDevice does not contain a definition for BeginScene. All the posts I find elsewhere (for example http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=684405&SiteID=1 ) show that as the method to use, as it was in MDX. Any idea what's going on here
Thanks
-
- How to use View and Projection matrix?
by Marcos Dell Antonio de Souza
- 14 Replies
- Last post
by Punkoff
- Hi. I'm trying to draw a vertex buffer (using PositionColored vertex) but I can't see anything. So, reading about it on the web, I've found that I need to set two matrix: Projection and View. I've donet it! Take a look: // Create the vertex buffer private void OnVertexBufferCreate(object sender, EventArgs e) { VertexBuffer buffer = (VertexBuffer)sender; CustomVertex.PositionColor
-
- Weapons
by Dee-roc
- 4 Replies
- Last post
by C-Ski
- Hey everyone, I've got a problem with my weapon in my game. I have them shooting a ray relative to the player and if the other actor is in front of the player they'll get hit and die. No problem. But now I want to implement a better aiming system. I have my camera class working the way I want, but now I want to know if anyone can explain and help me shoot a ray from the camera position through a 2