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- Procedural Texture2D = Blurred Texture
by Michael Springer
- 8 Replies
- Last post
by irishcoder
- In my application, I am procedurally assembling a texture from a non-standard data source. When I display the texture at a 1:1 ratio, the image is blurred considerably. I am assembling the same texture to a GDI+ picturebox directly next to this, and its crystal clear. The difference is one is assembled to a Bitmap while the other is assembled to a Texture2D. The code is oth
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- release date of font stuff?
by Martin Schmidt
- 11 Replies
- Last post
by Bill Reiss
- on the xna lunch party, they showed some font stuff. do anybody know, when the font stuff will be released
i know that there are a lots of classes etc. which implements some stuff equal to the stuff which were showed on the xna lunch party, but i want to know, when we will be able to use some stoff from microsoft
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- Multithreading an XNA game
by Jason Petterson
- 7 Replies
- Last post
by Kyle_W
- Can anyone give me a start I've read and seen all about multithreading (presentations from Gamerfest, Gamasutra, looked at code from C#). But nothing really soaks in till you try it yourself and rewatch/reread everything. What I want to know is how to do it with XNA What do I thread and how do I thread it To test it out I wanted to build 2 programs, one single threaded and one multithreaded. Th
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- Need help with calculating movement
by Aistina
- 4 Replies
- Last post
by Aistina
- Hi everyone, I'm making a simple top-down shooter using the XNA framework, kinda GTA style. Your character will look to where your mouse is, and you have to use the WASD keys to move. Now, the W and the S key work fine (move towards and away from the mouse, respectively), but I can't get A and D to work. The idea is that when you press and hold A the character will move around your mouse clockwise
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- Building for both XBOX & PC
by diablo2_v
- 1 Replies
- Last post
by waruwaru
- Hello,
I am trying to setup a solution that allows me to build for both the PC and XBOX. So far in my research, it appears the best way is to have 2 projects in your solutions (PC project, and an XBOX project). This method is slightly annoying however, since when you add one file to the first project, you must 'add as link' the same file to the 2nd project.
I was wondering if there was a bett
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- Retrieving effects and textures
by AndyL
- 11 Replies
- Last post
by RavenWorks
- Assuming that I have a model in 3DS Max that I export into a FBX file, which goes through the content pipeline, and is then loaded into the runtime as a Model, how do I go about getting the 3DS texture and effects bindings from my C# code
Looking at the Model class all I can see hanging off it is an Effect class, but no texture references - are the textures supposed to be embedded in the effect
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- Managed DirectX
by josericardo_jr
- 12 Replies
- Last post
by josericardo_jr
- Hi people,
Hi run some application with comes with DirectX SDK and both Managed and Unmanaged application's FPS stay the same. But when I run Managed application in fullscreen, it decrease a lot. It doens't happen with unmanaged Directx. For example, my application in C++, running in fullscreen mode, stay in 270 FPS. When I run the same application in Managed DirectX fullscreen mode, it sta
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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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- creating custom effects for .x models
by Kaisor
- 4 Replies
- Last post
by riemerg
- I want to use a .x file just for the vertex data so I can create my own shaders and try to implement different effects. Does anyone have any samples or tutorials on this
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- How can I load a video clips?
by GeorgeOu
- 1 Replies
- Last post
by dczraptor
- I need to load video clips(*.avi,*mpg,etc) in my game, and maybe add some overlays to it. But After looking up in the document, I can't see any clues to load video clips.
Any help
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- XNA GSE Hangs
by dczraptor
- 5 Replies
- Last post
by dczraptor
- I've had some problems where XNA GSE likes to hang after I hit the build button. There's nothing perceivable that is going on, it just sits there. The output window doesn't show a thing. Then, several minutes later, it builds normally. This doesn't happen all the time, so I'm not sure how to reproduce it, but it's really really annoying. I have regular VS2005 installed on my computer and it runs a
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- 2d resets with nuclex fonts?
by sugrhigh
- 9 Replies
- Last post
by sugrhigh
- I've done the resets from Shawn Hargreaves blog and it's worked in the past, but since i moved over to the nucles font engine these dont work(even in a minimalistic demo setup). The model(s) are still skewed.... anyone have a workaround
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- 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
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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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- Second series (13 parts) of 3D XNA tutorials finished +flightsim
by riemerg
- 6 Replies
- Last post
by Lostlogic
- Hi all --
I have finished porting my second series of tutorials to XNA final code! You can find it here:
http://www.riemers.net/eng/Tutorials/XNA/Csharp/series2.php
Some of the XNA concepts covered in this second series include: textured triangles, importing a Model and using a custom effect to render it, first-person camera positioning, basic 3D position updating mechanism, basic bounding
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- F14 XNA Game with Full Source
by arogan
- 14 Replies
- Last post
by arogan
- Well here it is. I finally got my first game into a releasable state. Screenshot, video, and full source available after the jump. http://aroganworld.blogspot.com/2006/09/f14-xna-game.html I couldn't have done it without the great help from this forum (and all those xna sites). Let me know what you think.
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- problem with running
by bman34234
- 3 Replies
- Last post
by Jim Perry
- when ever i run anything in C# windows game it comes up with this error
Could not find a Direct3D device that has a Direct3D9-level driver and supports pixel shader 1.1 or greater.
i downloaded all the directx9 and im pretty sure i have the .net framework ( i have visual vb, visual c#, and visual C++ express) so im not sure whats rong. anyhelp would be great.
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- drawing order for multiple passes
by riemerg
- 8 Replies
- Last post
by parlance
- I'm porting a MDX project to XNA, and have found a problem. In MDX, when drawing using a multi-pass technique, the scene first is drawn using the first pass, then using the second pass and so on. In XNA, I have the impression that first, the first object is drawn using pass1, pass2, etc. When the first object has been drawn, the second object is drawn.
Summarized: MDX: (foreach pass: draw all o
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- ModelProcessor transforming verticies?
by Pocketmnky
- 7 Replies
- Last post
by Pocketmnky
- Okay, let me start off by describing what I'm trying to do: For my collision detection, I want to be able to access the verticies of my meshes to store them in octrees. Later on I will use these verticies to make simplified collision geometry (like planes, bounding spheres, bounding boxes, etc).
I've created a custom ContentProcessor for my model that sticks the ModelMeshContent.VertexData and
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- Using a resource file (resx)
by DeadlyEvilRyu
- 8 Replies
- Last post
by papadi
- I want to use a resx file to call all of my game content and resources (sound, images, sprites,ect...). How do you call the resx file in you classes and how do you let the classes know what files you want to use
Thanks ahead of time.
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- cloud of dust like in battlefield 2 : mc
by Martin Schmidt
- 8 Replies
- Last post
by Michael Hansen
- does anybody know how the developers from battlefield 2 : modern combat did the cloud of dust effects did you know what i mean
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- XNA GSE Hangs
by dczraptor
- 5 Replies
- Last post
by dczraptor
- I've had some problems where XNA GSE likes to hang after I hit the build button. There's nothing perceivable that is going on, it just sits there. The output window doesn't show a thing. Then, several minutes later, it builds normally. This doesn't happen all the time, so I'm not sure how to reproduce it, but it's really really annoying. I have regular VS2005 installed on my computer and it runs a
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- XBox 360 Wireless Controller on a PC
by dnweb
- 13 Replies
- Last post
by DarthFahza
- I've downloaded the drivers for the XBox 360 controller from the MS hardware website, yet when I connect my wireless controller via the USB cable, the "Found New Hardware" wizard fails to recognize it (and continues to prompt for the drivers). What am I missing here Thanks, -dn
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- DrawableGameComponent ContentManager Member ?
by Shinzo-Prime
- 6 Replies
- Last post
by Mitch Walker - MSFT
- I was happy to see a GraphicsDevice member in the DrawableGameComponent class. This saves me from getting it through the GameServiceManager, but mostly GameComponents which can draw itself should also be able to load it's graphic contents. I think it would be a good Idea to make the game's Contentmanager also a DrawableGameComponent member like the GraphicsDevice. Made already a feature request fo
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- HOWTO: Get ContentManager from within a GameComponent?
by Psycho Potato
- 6 Replies
- Last post
by Psycho Potato
- Happy new year to all!
I have a (silly) question here: I constantly finding myself passing ContentManager reference to a GameComponent while I initialize it. Is there a way not to pass this reference and retrieve ContentManager reference from other means (e.g. through game services, etc.)
Or do I just create a new ContentManager for each GameComponents that I have Won't that occupies more me