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- Texturing problem
by Jorge125
- 9 Replies
- Last post
by The ZMan
- Hello, I'm writing my own content importer for my maps. At the moment, I'm able to load all triangles and draw the map but i have a problem with textures. In my importer i load texture like this (it's just a test) : BasicMaterialContent material = new BasicMaterialContent(); String texturePath = Path.GetDirectoryName(filename) + "\\Textures\\wall.jpg"; if (!System.IO.File.Ex
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- Problem With My Tile Engine...Specifically Looped Drawing [LOTS OF CODE!]
by Seraphino
- 5 Replies
- Last post
by Seraphino
- OK, I have been having a lot of problems with this, and I have tried every possible solution and it does not seem to want to work.
I am programming a Tile Engine that will run my RPG, and so far it has been going great. I have error logging, a TileManager for loading tiles into lists so that they are recallable at any time, and I have various other features that are currently being worked on.
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- Cube texture mapping
by Zulkhairi
- 7 Replies
- Last post
by Zulkhairi
- Here i would like to ask about the texture coordinate for the cube mapping. I know that cube mapping did not use the normal coordinate that we use for normal texture coordinate. But i'm getting problem in understanding how the cube texture coordinate works. Let me put example here. Below is the vertex and fvf declaration: struct CUSTOMVERTEX {FLOAT X, Y, Z, RHW; DWORD COLOR; FLOAT V, W, U;}; #de
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- Xbox 360 Storage location/access
by AdamusTheGreat
- 5 Replies
- Last post
by Stephen Styrchak - MSFT
- I know about (and understand) StorageDevice, etc. But, is it possible to read and/or write to/from external USB devices
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- basic question about XNA
by codetale
- 4 Replies
- Last post
by Jim Perry
- i am new to XNA, i like to know is the product using XNA required to install extra runtime/library at user machine like XNA Framework or just have directx and .net framework 2.0 installed is enough to run any of XNA project thank you very much
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- Pixel Shader w-coordinate problem
by duronrulez
- 5 Replies
- Last post
by BLANC Guillaume
- Hi there! I have a pixelshader support only for 1.1-1.4 versions. So i wonder how can i write a multitexturing ps I've tried to modify an existing one but i cant access the w-coordinate. Any help would be great. :) error X4512: cannot access texture coordinate w-component in a general way in ps_1_4 (206): ID3DXEffectCompiler::CompileEffect: There was an error compiling expression ID3DXEffectCompil
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- Where is the free artwork that was promised for XNA?
by sofakng
- 9 Replies
- Last post
by e. ogas
- In a lot of articles I've read they said the XNA would have a large database of free artwork (both 2D and 3D).
Is this available somewhere
Thanks, John
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- RenderTarget2D and MipMaps
by TheSonny
- 7 Replies
- Last post
by Shawn Hargreaves - MSFT
- How to "enable" automatic mipmap generation in RenderTarget2D
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- Drawing weighted lines without using ID3DXLine
by c1t1z3n0
- 1 Replies
- Last post
by The ZMan
- Is there a way to draw lines using DrawPrimitive( D3DPT_LINELIST, 0, 2 ); and add weight to them Is there a RenderState you can set Some way to modify the vertex or pixel shader to accomplish this Thanx for any help in advance.
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- SpriteBatch.Draw methods not overridable?
by Luhar
- 12 Replies
- Last post
by Luhar
- I want to make a component with the same functionality as a SpriteBatch, but it automatically translates, scales, and clips everything drawn with it. I figured I could inherit from SpriteBatch and override the Draw methods, but they're not overridable. I'd be forced to shadow the Draw calls and it kind of blows my whole object-oriented, polymorphic system outta the water.
Right now I'm using co
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- Question about loading graphics
by XNA-Mordt
- 2 Replies
- Last post
by Mordt2
- Does this load from disk twice or does it assign the data loaded into Background.tTitle already loaded in memory to MainMenu.tTitle
Background .tTitle = content.Load< Texture2D >( "Content/Sprites/title" );
MainMenu .tTitle = Background .tTitle;
If it loads from disk twice what is a better way to reference a graphic from multiple classes.
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- How to determine type of the shader
by netie
- 2 Replies
- Last post
by Mitch Walker - MSFT
- Hi, How I can determine does the loaded effect have PixelShader or VertexShader functions Is it possible using Effect class Thank you, Mike.
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- XNA with Visual Studio 2005 Team System
by daniel.ef
- 2 Replies
- Last post
by Fluxtah
- Hello, My
question is: Can I install XNA Game Studio Express without any problems
on Windows XP SP2 that have already installed Visual Studio 2005 Team
System. I noticed that I need to install Visual Studio 2005 C# Express
Edition... but then I need to uninstall Visual Studio 2005. I want to
have Visual Studio 2005 Team System installed.
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- Infinite projection matrix
by Elurahu
- 9 Replies
- Last post
by Elurahu
- Hey guys.
I've the last couple of hours tried to implement an infinite projection matrix without succes. So I took a step back to see if I could even make some sense of the "normal" perspective projection matrix used by XNA. Normally I used the CreatePerspectiveFieldOfView() method to create the matrix. Here is what I've tried so far. What is XNA left-handed or right This code works but the vie
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- Walking on a terrain
by Erasor
- 1 Replies
- Last post
by riemerg
- Ok so i followed http://www.riemers.net/eng/Tutorials/XNA/Csharp/series4.php
And now i want to find out ot to load a model (For example a human)
on to the terrain and able to walk with it, and having the camera behind the person.
So is there any sites that can teach me it
Or is there anyone here that an post the code
(p.s. I tryed to follow riemer's but i could'nt understand it)
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- collision detection - alpha channel mask?
by XNA Rockstar
- 6 Replies
- Last post
by Jim Perry
- I'm making a tile-based game, and some of the tiles are part walkable, part not-walkable. (like half mountain, half dirt). I need a way to determine which part of the tile can be walked on and which part can't. I can't do it based on pixel color, so I wanted to know if anyone could help me out with some bright ideas.
I remember hearing something about an alpha channel mask you can put over you
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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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- Tabs instead of Spaces by Default, please
by SoopahMan
- 8 Replies
- Last post
by SoopahMan
- Visual Studio 2003 and 2005 default to tabs for spacing, yet for some reason XNA (and perhaps Visual C# Express) defaults to 4 spaces. Further, to find the setting to fix this is a little confusing - you need to realize the "Show All" checkbox is lurking at the bottom of the Options, check that, and then restart your hunt for the "Tabs" section. Please set the default to Tabs i
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- Buttermilk Game Engine and LGPL
by bryanedds
- 9 Replies
- Last post
by Rob Hanz
- I'd like for Buttermilk to have the following features in its license -
Free to use and redistribute.
Free to publish commercial games on Windows.
Free to publish free or commercial games on the XBox360 (XBLA, etc).
Basically no restrictions except don't pass my code off as something you made :)
Will LGPL do this I hear it's looser than GPL. The looser the better, methinks.
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- How to use managed directX 9 in VB.NET?
by marc joel
- 1 Replies
- Last post
by David Weller - MSFT
- Im sorry if this question is too simple for the experts.. im only 16 yrs old dats why i can't easily understand managed directX9 in vb.net.. i hope someone will teach me how.. the tutorials in the net is for basics.. yah!! i know,, i must start from the basic,,but how about if i finished that tutorial where can i find other tutorials that will continue my knowledge my target is to make a 3d game
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- Can you still play your games after subscription has expired?
by R-Enemy
- 1 Replies
- Last post
by Jim Perry
- Since this is an annual subscription, what happens when it expires Can you no longer play any of the games you have created or does it just stop you from building
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- Get BasicEffect to draw wireframe
by redneon
- 7 Replies
- Last post
by The ZMan
- Is it possible to get a BasicEffect to draw wireframe I'm wanting a nice wireframe box around my models to show the bounding box. My code to draw a box around the object currently looks like this... BasicEffect basicEffect = new BasicEffect(game.Graphics.GraphicsDevice, null); basicEffect.EnableDefaultLighting(); //basicEffect.Texture = texture; //basicEffect.TextureEnable
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- Multi threading in a game (using XNA)
by Chryso
- 14 Replies
- Last post
by Shawn Hargreaves - MSFT
- Hello. I am able to create thread and make them exchange information through common objects they know (server / each other reference) Now I would like 2 threads to update a server. Each of those threads takes for inputs a keyboard for one, a mouse for the other one. However, it seems that the thread that listens on the keyboard do not detect events from it. Seems like it is the parent thread that
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- AI Resources
by XNA Rockstar
- 12 Replies
- Last post
by XNA Rockstar
- I'm reaching out to the XNA Community for some good (and free) information on Artificial Intelligence and/or pathfinding Anyone know any
...or if not free, some book recommendations
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- Bug with SpriteBatch.Draw scale?
by omniGames
- 2 Replies
- Last post
by Brandon Bloom
- I'm working on a particle system. While experimenting, I created some scale and rotation tests to make sure the particle system is working as expected. For these tests, I am using both positive and negative values for both the scale and rotation factors.
With rotation, a positive value rotates the sprite clockwise and a negative value rotates the sprite counterclockwise. That's fine.
I then