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- How to associate material info with a ModelMeshPart?
by SorcererXIII
- 4 Replies
- Last post
by SorcererXIII
- So each set of polys in a Model with a common material becomes a ModelMeshPart once you load it into the game. What I can't figure out is how you determine which material got associated with which ModelMeshPart. There don't seem to be any public members of ModelMeshPart that tell you the name of that part, or any way to somehow implant your own "blind" data (to use Maya's terminology) an
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- RenderDarget2D() exception
by Talkless
- 3 Replies
- Last post
by Talkless
- Hi. I have a problem launching my game on friends computer - "Report problem" dialog appears... I gave him source to compile himself. Now i know, that line: glowMaskTarget = new RenderTarget2D(graphics.GraphicsDevice, graphics.GraphicsDevice.PresentationParameters.BackBufferWidth, graphics.GraphicsDevice.PresentationParameters.BackBufferHeight, 0, graphics.GraphicsDevice.PresentationParameters.Ba
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- Protection level to high
by Zulbaric
- 3 Replies
- Last post
by Stephen Styrchak - MSFT
- I have made a game with 2 classes one for the game, and one for the sky box. For the skybox to function properly the class SkyBox needs to get some information from the Gam1 class. When i made a reference on the skybox class to the game1 class it said "Error 1 'Game1.modelRotation' is inaccessible due to its protection level"
case 0: //back
f = Vector3 .Dot(Game1.modelRotation
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- Drawing a 3d model with shader effects
by theTroll527
- 3 Replies
- Last post
by evilc
- It could just be that I am a complete and total idiot but I have been looking for an easy way to draw a 3d model with shader effects (.fx file). I had orignally guessed it would be easy becuase of the Tutorial 1: Displaying a 3D model on the screen, but that uses basic effects, not an effects file. Can someone please show me a simple way of doing this because I am evidently too dumb to figure it o
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- How Do I Determine The Currently Visible Area?
by BDev13
- 13 Replies
- Last post
by Darkside
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I'm building a 3D game and currently have everything working, but I'm in the process of optimizing my framerate. The world in the game is many times larger than the screen/window.
How would I go about determining the world coordinates that are visible on the screen
Even though the objects outside of the viewport are clipped, the draw code still has to transl
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- How can i obtain extra information from a File using Content importer?
by Juan Carlos Ruiz Pacheco
- 14 Replies
- Last post
by JuanK_solocodigo
- How can i obtain extra information from a File using Content importer
Now i already have made a content importer for my ownfile format, that is ok because i se the importer to extract the texture Infromation from my file...
But the problem Is that i have very valuable information in my file format in addition to the texture infromation,
This is the code that i use to import the texture co
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- Official List of Features and Limitations of the various Pixel Shader versions?
by Kyle_W
- 13 Replies
- Last post
by leclerc9
- Does anyone know of an official list of features and limitations for the different Vertex Shader and Pixel Shader versions (1.1, 2.0, 3.0, etc)
I couldn't find anything on the Microsoft or nVidia web sites or on the web. I don't even know for sure who governs these standards.
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- Ann: A "Proper" Text Rendering Component
by Cygon4
- 14 Replies
- Last post
by Cygon4
- Hi! I'm just in the process of writing a proper text rendering component for XNA. It fully integrates into the content pipeline and can import any TrueType font during compile time. Just like any other XNA framework content, an .xnb file is generated from the font which can at runtime be loaded by XNA's ContentManager, eg. BitmapFont myFont = this .content.load< BitmapFont >( "Conten
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- Collision Detection in 2D Games
by xVxObliVioNxVx
- 10 Replies
- Last post
by NineOldMen
- Hi,
So far I have figured out how to get object moving on the screen. I have also figured out how to detect colissions at the edges of the screen. However, I am having trouble figuring out how to detect the collision between two objects. Say for example, two bouncing balls in a 2D game. How can I detect the collision of this two objects I imagine it has something to do with sine and cosine
T
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- if (XNA < DirectX) { drool; } .... DirectX or XNA?
by Seraphino
- 4 Replies
- Last post
by Jim Perry
- I have been wanting to develop a game for a while now, and I am finally getting all my technologies together. Basically, I want to create a simple RTS that models that of starcraft because I am a major fan of that game.
The problem is, I can not seem to decide if XNA will be able to do what I want it to do, or will I have to move to DX9c.
I want to have multiplayer support as 1 of my big thi
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- how to find elapsed time?
by A1Programmer
- 2 Replies
- Last post
by A1Programmer
- Is there a Windows and Xbox 360 way that I can get the elapsed time between two events For instance, I want to find the ammountt of time the user waited between two mouse clicks. It could be 200 ms, or it could be 5620 ms. I don't need the code for mouse clicks, etc. I just need to know how to get the total elapsed time in milliseconds since the last time I asked for it. Much like getTickCount
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- XNA Starting
by daytonadav
- 4 Replies
- Last post
by Darkside
- Well, I got XNA yesterday and i have been trying to figure out how to use it all day. I have used the help but i am still completely lost. Can anyone help me start out
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- MDX: Textures not appearing all the time
by fishandchips
- 1 Replies
- Last post
by Adiraz
- I have some textures for labels which I have rendered onto triangles within a 3d model. They are Pool.Managed and they work fine normally, I just discovered something odd. By disabling my OnApplicationIdle loop that calls Render() (And it does nothing else) and forcing render from a toolbar button, textures will not render but the rest of the scene does Iv observed the following behaviour when I
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- can i make3d games in xna
by IceW0lf
- 2 Replies
- Last post
by riemerg
- Hello everybody i was wondering if i can make 3d games like warcraft or counter-strike and something like that tnx in advance for your answers
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- Mesh Alpha chennal problem?
by brian_tsim
- 14 Replies
- Last post
by Inaki Ayucar
- Hi All,
I tried to draw few meshs in game. But i has some textures problem. The problem is a meshs collistion another mesh, textures alpha chennal has some problem. Below is capture screen. Who can tell me why How to fix this problem
http://hk.geocities.com/brian_tsim/error.PNG
Best regards,
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- Multiple RenderTargets with a Final PostProcess
by jsedlak
- 2 Replies
- Last post
by Leaf.
- Hey, I am playing around with a SceneManager component I am working on and have been wondering how to do something. Right now I have a class called a RenderGroup which can render a collection of items to a RenderTarget and then Post Process the RT with an Effect. I want to take it one step further and have multiple RenderGroups(RenderTargets) and post process all of them one more final time. How i
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- wierd error messages
by GOH Omnipuff
- 4 Replies
- Last post
by Pocketmnky
- ok im new and just starting out im in highschool
neways im working on the tutorial and i do exactly what it tells me but i get 13 error messages froem the lines of coding i copied from the tutorial whats wrong
//3d model to draw
Model myModel;
protected override void LoadGraphicsContent( bool loadAllContent)
{
if (loadAllContent)
{
myModel = content
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- mipmapping
by &#35;pragma
- 4 Replies
- Last post
by #pragma
- Hi, i've loaded some fbx models via the content pipeline with integrated textures. can i tell the loader routine to auto-generate mipmaps when loading textures integrated in fbx models or how can i postgenerate the mipmaps out of the models. sorry for my english ;) thx #pragma
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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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- creating installable driver
by Kuldeep Atil
- 4 Replies
- Last post
by Citizen on the earth
- hi...
can anyone here please help me to create a virtual camera and its driver...
thanks
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- Loading an .FBX file
by Seas Comander
- 2 Replies
- Last post
by Seas Comander
- Hi, I have this file, Ferrari_Enzo.FBX that is supposed to be XNA ready, all I want to do with this is load and display this model in the blue window. My assumption is my problem was setting a camera position. I've done some searching but can't find this decent question addressed. Could I please see a basic sample for this
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- Problem using .FBX file
by WilderLand
- 11 Replies
- Last post
by WilderLand
- I have a model that I downloaded off of TurboSquid. I pulled it into 3DS MAX 9, and exported it as an FBX file.
I added it to my project, and when I try to compile I get the following error:
BasicMaterial has a texture, but geometry does not contain texture coordinates.
Is this a problem with 3DS or GSE Any ideas on how to fix it
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- Creators Club???
by Jon Davis
- 3 Replies
- Last post
by John Deurbrouck
- How do I join the Creators Club I don't see it anywhere in XBox Live Marketplace. Don't you have to have this subscription to *test* XNA games on the XBox 360 And if so, how then are people already exchanging their work
I could not find the Club from the All Game Downloads as described in Step 2 here:
http://msdn2.microsoft.com/en-us/library/bb197292.aspx
Jon
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- (Clip) Plane transform?
by riemerg
- 6 Replies
- Last post
by riemerg
- Hi all --
I'm porting a water shader to XNA, but first I need to get my clip planes right. I noticed we still need to unproject the plane from camera space to world space, but I cannot find a method that actually allows to transform a plane! Like the MDX Plane.Transform method used to do.
I tried to transform 3 world points with the inverse of my world*view*proj matrix, and create a plane in
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- Getting multiple errors back from the effect compiler?
by Ben Vanik
- 4 Replies
- Last post
by Ben Vanik
- I'm using the effect compiler (specifically the Effect.CompileEffectFromSource method) to compile effects on the fly, and was wondering if anyone knew a trick to getting more than just the first error back. It's kind of annoying to not get them all back at once, but I'm not seeing a way (via CompilerOptions) to have it continue. I'm worried I'll have to build my own yaccer :(
And as a sneak