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- Calculating normals for large mesh with no vertex to triangle info
by Thomas Greenleaf
- 14 Replies
- Last post
by bcristian
- I have a mesh of 100.000 triangles where I need to calculate the normals for the vertices.
The datastructure, I am using, does not point from vertices to triangles, but only the other way arround.
I therefore defined my vertex normals as the sum of the triangles using them, weighted by the triangles size. I simply set all vertex normals to zero and then run through my triangles (when running
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- DPB Warmup Winners Posted
by DarthFahza
- 5 Replies
- Last post
by waruwaru
- https://www.dreambuildplay.com/main/Default.aspx Congrats to the winners and all who entered!
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- Creating a game interface
by Kestutis
- 3 Replies
- Last post
by Kestutis
- Hello
I have just started working with DirectX 9.0c and I have some questions about creating game interface.
I am using Visual Studio 2005, C# and managed DirectX.
1) For egxample, I have got a form in VS2005. I would like to use Windows forms controls (like buttons, checkboxes and so on) for creating user interface, and a 3D model would be rendered in a panel (still Windows forms control
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- Adjusting amount of available attack/release time in XACT
by Brian Konception
- 1 Replies
- Last post
by Brian MS
- First off, I'd like to commend the developers of XACT for making such a user friendly program for those of us not super technologically savvy. Great program.
My question is this. I've created an RPC for the attack/release time in background music we're using for a game. However, I've noticed that the upward limit on both attack and release is 15 seconds and I haven't been able to find a way to
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- Surfaces problem
by Kestutis
- 3 Replies
- Last post
by The ZMan
- Hello,
I have got a problem with surfaces (using MDX 9 and C#).
I have developed a simple third person camera. While the camera moves around and the view of the world changes, I take a screenshot of the view and save it in surf array as shown here (this part of code is in Render() void):
Code Snippet
Surface backbuffer = device.GetBackBuffer(0, 0, BackBufferType
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- Where in content pipeline does volume textures fail?
by Malmer
- 14 Replies
- Last post
by Malmer
- Currently volume textures aren't supported in the Content Pipeline. So if I have a mesh that references a volume texture it will fail compiling.
So, is it just a matter of writing a custom importer for volume dds files or is it all the way through the pipeline Will ContentManager.Load<Texture3d>(...) work if I just write the importer Say it is so...it is Christmas after all :-)
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- Buttermilk Game Engine / Gui Engine
by bryanedds
- 3 Replies
- Last post
by bryanedds
- I've submitted for a project at CodePlex. I've officially named it the Buttermilk Game Engine! The GUI portion is named the Buttermilk Gui Engine. Both are acronymed BGE, which is the same as the initials in my name. Pretty clever eh ;) Hehehe...
I typed up the current features list like so -
Buttermilk is the game engine I'm building for the 2D XNA game "Rogue Bishop". It's
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- XNA Racer
by Silmaroeo
- 4 Replies
- Last post
by Jim Perry
- I understand that if you are a XNA Creator club member you have access to the XNA Racer source code that Benjamin Nitschke wrote. As I am now a member could someone please direct me as to were I can access this
Thanks
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- Z-sorting trouble
by Meatgortex
- 6 Replies
- Last post
by Meatgortex
- So I'm doing a 3D version of a boardgame and I've having trouble getting my tiles to draw correctly. I've got a class that is handling what should be drawn on screen during the phases of a players turn. Something along the lines of:
GameBoardBackground.Draw(...)
Foreach PlacedTile Tile.Draw(...)
HUD.Draw(...) The tiles draw on top of the gameboard, and the HUD draws on top of the tiles
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- Ram Support
by rat-boyJ
- 1 Replies
- Last post
by Inaki Ayucar
- I only have 512 ram and am going to upgrade to 1g, should i leave the 512 in and make it 1.5 or should i take it out and make it just 1g because i have been told that it dosent like it when you put in multiple sticks and it works well with one stick
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- PIX and "An error occured while preparing to debug the shader"
by kefren
- 7 Replies
- Last post
by Chris Cottrell
- Hi, I am trying to debug my project using shader debugging in PIX ( yes I compiled the HLSL effect file with debugging support ), and getting this error message. Sometimes it can debug, sometimes it cant, I couldn't find what is wrong. VS2003 uses the DXDebuggingService, when I try to debug the project, PIX can stop the service (I can do it by hand also) so the problem is not related to this servi
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- XML usage on 360
by jwraith
- 9 Replies
- Last post
by nobodyman
- Okay, so a simple query. How to I use an XML file when when developing for the 360. I can do it fine in windows, but as of yet I am completly lost on how to load the file when on the 360.
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- Just saying Hi
by Calvin Bell
- 5 Replies
- Last post
by Fluxtah
- Hi!
I have wanted to make a game for some time now... and I never really
wanted to put much time into it until now. I have the whole game
drawn out on paper (classes, skills, the way the networking works) but
never got around to implementing it. I have been playing with
this XNA GSE and have a car that I can drive around a track.
Hopefully I will have more soon. I would like to "bu
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- VerifyCanDraw throwing a NullReferenceException
by Flecko1
- 7 Replies
- Last post
by Joe Simmonds
- Hello, Occassionally a function called VerifyCanDraw is throwing a NullReferenceException from within DrawIndexedPrimitives - so I'm not getting any information about what's going wrong. The arguments look fine, and I've stepped through the program and found that the vertex and index buffers passed in look fine. The DirectX Debug runtime on highest output level isn't printing anything out of the o
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- Model Position Problem
by svxtc
- 14 Replies
- Last post
by svxtc
- I have this code that creates a model at the position of the mouse click but the model never shows up at that position. Maybe someone out there knows why the models seem to be offset. If I click in the top left corner of the screen, the model shows up in the center of the window. Here is the code:
#region Using Statements using System; using System.Collections.Generic; using Microsoft.Xna.Frame
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- LineList not rendering correctly.
by sumit381
- 1 Replies
- Last post
by The ZMan
- I am making a data visualization program which basically display data on a 3D grid. I am making the grid using a line list. Also, the data points are created in two ways. 1st: using actual 3D mesh spheres. 2nd: using point sprites. When I use the 3D sphere my grid displays correctly. Here is a link to what it looks like: http://img115.imageshack.us/my.php image=gridlinesappearnv2.gif But when I t
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- How to enable function nesting in HLSL
by TacoChang
- 0 Replies
- Last post
by TacoChang
- I am working on a long pixel shader in HLSL. It's running out instruction stores because all functions in HLSL are inlined. How should I do to disable auto-inline in HLSL Is the assembly code the only way
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- Subscription not available on my Xbox!
by Peter Lillevold
- 14 Replies
- Last post
by Michael Klucher - MSFT
- Hi!
Is there any reason why the Creators Club Subscription is not showing up on my Xbox
I live in Norway, but I've not read anything about any region restrictions on this download. I want in on the fun too!
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- pseudo-achievements?
by sugrhigh
- 4 Replies
- Last post
by sugrhigh
- is there a way to flash the xbox guide button light (a la when you unlock an achievment) without using messy windows stuff
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- How can I directly stop drawing a pixel?
by Imanol
- 10 Replies
- Last post
by Imanol
- Maybe it's a very essential question but...
Which is the statement in the pixel shader to stop drawing a pixel
Stopping it that way would have any negative effect
Thanks
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- non-blocking GraphicsDevice.Present
by AndrewEames
- 11 Replies
- Last post
by Shawn Hargreaves - MSFT
- Hi,
I am not a game developer (at least not yet) but I have been experimenting with Xna for a WinForms application I have been building. I've built a very nice example that uses Xna for rendering an image with an overlay plane created with GDI+ (System.Drawing). The performance is really good when I use PresentationInterval.Immediate but when I use PresentationInterval.Default, the call to Gra
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- Game Components - help!
by benson81
- 7 Replies
- Last post
by benson81
- Hello, I'm just starting out with XNA (and it's the first language I've tried that doesn't include the word basic...) but have found myself a bit stuck whilst trying to use GameComponents. I followed the rather excellent tutorial for creating a tile engine at XnaResources and now have a fully functioning game component that draws & controls my tile map to screen - my idea being to create a sim
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- sorting in geometry shader
by supagu
- 2 Replies
- Last post
by Jack Hoxley
- is it possible to sort geometry in a geometry shader Im trying to move as much of my perticle system to my GPU, so far i generate the quads on the GPU from points, but now i need to sort them by depth if possible. ideas
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- Another Bug???
by Cezaro
- 4 Replies
- Last post
by Joel Martinez
- Hello:))
i have one question:
i need run few game objects for example Game1 and next
Game2 .... Game3 for example:
static void Main( string [] args)
{
using (Game1 game = new Game1 ())
{
game.Run();
}
and next game object:
using (Game2 game = new Game2 ())
{
game.Run();
}
when i make Exit() from Game1 program stop on Game1
obje
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- Mesh animation with directX (c#)
by kensai
- 11 Replies
- Last post
by The Real John Smith
- Hi, that makes one week that I try to animate tiny.x in a window without result using c#.
I looked on many forums and i just found pple who are in the same situation as me...The SimpleAnimation example in the directX SDK is helpless, I get an Direct3DXException when I try to insert the code wich handle what I need from the SimpleAnimation example.
i have an Exception somewhere here :
// U