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- Collision Detection
by OasisGames
- 14 Replies
- Last post
by Gloei
- Hello, I would like to create a collision detection function to test if the bounding sphere of one of my meshes (the player, for instance) is intersects a triangle in another model (the level). How would I go about running a for loop that checks each triangle of the level And from there, what would be the best algorithm to determine if the BoundingSphere is within the triangle Any help is greatly
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- Saving backups, refactoring, & other newb questions
by Grotius
- 6 Replies
- Last post
by waruwaru
- Hi,
I have a specific, minor question, and a general, major question. :)
First the simple question. Is there any way within GSE to save a backup or earlier version of the file you're modifying, other than simply to "Save As..." I dimly recall that Word has some sort of version-saving feature; does GSE or VS have this I actually find it easier to use Windows Explorer to copy the f
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- 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
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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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- PlayerIndex?
by AlfonsAberg
- 5 Replies
- Last post
by AlfonsAberg
- I need some help and explaining of PlayerIndex and how to use it. this is an example of what I want to do: "for (int i = 0; i < Players.Length; i++) { if (XInputHelper.GamePads[i\].APressed) { GamePad.SetVibration(i, 1.0f, 1.0f); } }" Players is an Array of all the player objects. I want to cycle all my players and start to rumble that specific controller, but I don't know how to ea
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- Copying a model
by Schnoogs
- 1 Replies
- Last post
by Thunder2002
- I want to use the same mesh for multiple instances of a bad guy. When i load the model twice both models point to the same mesh therefore they share the same transforms.
How do I create two unique instances of a model that use the same mesh initially but can have unique transforms
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- Clipping Planes and Z clipping
by TechSpintz
- 1 Replies
- Last post
by The ZMan
- Why do Clipping planes clip stuff that has zwrites disabled
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- Alpha Map
by compro21
- 2 Replies
- Last post
by compro21
- I'm really a newbie at this so I'm guessing this is really simple. I tried searching the forums, but I couldn't find what I was looking for.
Basically I am working with DirectX 9c in C# and I'm tring to render a texture on a plane with an alpha map. I have both the texture and the alpha map loaded into memory as Bitmap object and I can get the texture to display on the plane wonderfully. T
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- Humorous but somewhat serious question about XNA
by redshock
- 14 Replies
- Last post
by Jim Perry
- Microsoft has claimed the Nintendo Wii as a "kids toy;" however, if XNA can produce graphics and push performance up to what the Wii is capable of handling (games like Half-Life, Sims 2 from most XNA performance claims), does that mean that XNA is a kids toy too
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- Load a Mesh
by buster2001
- 3 Replies
- Last post
by leclerc9
- I get this error when I try to load my Mesh:
Error 17 Node has more than one BoneContent child. Unable to determine which one is the skeleton root. C:\TorqueX\xna\test\MeshLoader\MeshLoader\3D Models\Elvira_1P_L01_01.X MeshLoader
Is this something that I can fix with code or something that the 3D team need to fix
Here is the draw function:
protected override void Draw( GameTime
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- Color Banding
by Bloom326984
- 11 Replies
- Last post
by Bloom
- I am getting color banding issues when viewing my project on my Xbox 360. The textures look perfect when the app is ran on windows, using the same XNA source just in a different project. But when I display the textures on an Xbox 360, I get serious color banding. These issues are most pronounced when my Xbox is set to output at 720p or higher resolutions, but the color banding is still there even
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- Alpha Blending (deferred)?
by Nick Darnell
- 14 Replies
- Last post
by Shawn Hargreaves - MSFT
- Is there a way using the sprite batch object that you can render several rectangles, but when alpha blended, it looks like the entire object was rendered first as a single opaque image, and then that image was alpha blended, such that you would never have known it was several smaller pieces assembling the final object Instead of normally seeing each rectangle blended as it overlays another rectan
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- Custom processor with additinal data - Content pipeline
by DevboyX
- 4 Replies
- Last post
by BlueG
- I understand one can use the Tag property to add custom data while processing a model. Is that the only way Meaning, do I have to create a whole hierarchy of user defined classes with the Tag property as a root I though of something like deriving ModelContent but that's sealed.
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- Tiny Tennis Project Files
by Vishor
- 3 Replies
- Last post
by The ZMan
- Okay I am currently just trying to go through the Coding4Fun tutorial on Tiny Tennis. Problem is, I can't even find the project files im supposed to add... where are they exactly Thought they were supposed to be with the download of XNA or am I wrong Frustrating that I am already off to a bad start.
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- .X importer for XNA - XSI user needed!
by 99jonathan
- 12 Replies
- Last post
by 99jonathan
- http://www.myjavaserver.com/~jonathanf/stairs.x This .x file displays correctly in the DXviewer as a staircase. However, when loaded into xna it is merely a cube. What gives The staircase was made using XSI Mod Tool and exported using the default .x exporter. ~Jonathan
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- Question on Vertex buffers
by Tranceport34
- 2 Replies
- Last post
by Tranceport34
- In my struggle to figure out a few things in DirectX10, I have a few questions on using vertex buffers.
Does each vertex buffer correspond to one object Or can I store multiple objects in one vertex buffer and render them as needed And which would be the best or most common approach in a game.
The function IASetVertexBuffers takes an InputSlot as an argument and I read that there are a li
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- Alpha Shading hates Z Buffering
by GyCot
- 3 Replies
- Last post
by Simon bob
- I saw a few posts on the board that hinted around this subject, but i haven't seen any definitive answer so i thought i would ask one more time. Right now it appears that the Alpha Shading does not take into account Z buffering, and instead Alpha Shading is done in the order that the object is drawn (yes, my shading is set for sourceAlpha and inverseSourceAlpha.) For example, if i have a backgroun
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- ClientBounds Problem
by JLarkin
- 6 Replies
- Last post
by JLarkin
- I'm having problems with deploys to my 360. More specifically, the resolutions that the games are displayed in. I can deploy programs fine, but when I run them, my ClientBounds don't seem to match up with the DisplayMode.Width and Height. It basically means that the resolution I'm expecting to run in runs out at about 3/4 of the screen width and height. I'm sure it's something silly I've overlooke
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- External Tools
by ChaosUK
- 7 Replies
- Last post
by Cugel
- As we've heard Microsoft have been in touch with garage games to get torque on XNA. Have they been in touch with any other devs or will they be developing other in house tools for game creation Maybe they should speak to the Unity guys who are making great indi game tools for the Mac. http://unity3d.com/unity/index.html Unity for Windows on Xna would be awsome.
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- rotated text
by Fiddel
- 3 Replies
- Last post
by Robert Dunlop
- Hi all,
I'm trying to rotate a text by certain degrees.
I tried doing it by using 'Mesh.TextFromFont' method. Before calling 'Mesh.DrawSubset' method i changed the world matrix.
The problem I'm having is that I have to scale the mesh to the size I want it to be, but when I do that the text looks really bad, really really bad (depands on the amount of scaling, ofcourse).
How can i solve
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- xna sprite and background
by carroll.iain
- 11 Replies
- Last post
by LeeC22
- can anyone tell me how do i see my sprite character over my background which is scrolling. the both work independentl but when i put them together i can only see the background image. id say the character is still there but behind the background. i heard its using layer but still cant figure it out. so i just want to see my charater sprite with the background in the background. help me please
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- ContentManager questions about device resets
by aclysma
- 9 Replies
- Last post
by aclysma
- I am trying to figure out exactly what the content manager does and does not do for you. Here's what I've found. The content manager caches resources http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=886913&SiteID=1 The content manager does not help you load resources in a background thread http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=966705&SiteID=1 And, from what I can tell,
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- How to disable driver anti-aliasing
by Eric Robert
- 12 Replies
- Last post
by Eric Robert
- I need to preserve the exact colors (and thus, hard edges) when I read back the rendered image via an offscreen surface filled with GetRenderTargetData. There is an option in the control panel where the driver forces anti-aliasing for all applications. If I do not set the quality-performance slider correctly, I will get anti-aliasing. Is there a way (in code) to prevent that
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- C# Performance Problems
by malignate88
- 14 Replies
- Last post
by malignate88
- Hi, I recognized, that my framerate is very bad in comparison with some C++ examples. After removing all "catchs" in the render-methods i got 100 FPS instead of 20. Exceptions seems to be really, really slow. Are there some other performace problems in C# which i have to have in mind
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- Deploying to 360
by Oaf300092
- 10 Replies
- Last post
by Ultrahead
- Hi, In the XNA Faq, when it talks about giving a project to other people to deploy on their 360's, it says you must give them all the assets and source code, so that they can build the program and squirt it onto their 360. My question is: will it work if you give them a project with the C# source files removed ie they have the assets (either as source graphics and sounds, or the built files) and t