Answer Questions
Gurpreet Singh Gill Clipping Layered Sprites (UI Related)
You know how in a panel if a child button runs off the side of the panel, it gets clipped. Does anyone know how one might go about doing that with XNA Or how they do it in OpenGL/DirectX Are they doing something with the stencil buffer But the Begin/End has several problems when it comes to needing to nest controls, like what would happen in a UI system. Which is what I'm concerned about. Don't tell me I'll have to create a new sprite batch for every control... wouldn't it be more efficient to use logic to decide if (for example) the text goes outside of the rectangle text input area then use the source parameter on spriteBatch to then stop it from drawing e.g. if (a ...Show All
bozydar Creator's Club Licensing Query
If I get a Creator's Club subscription on a 360 under my gamertag, and then log it onto a different 360, will I still be able to use it on the second 360 I know that this would work for arcade games and whatever (you get a license for the 360 you bought it on, and for the gamertag that purchased it), but I can't find any proper confirmation either way about CC subscriptions in the FAQs, and only conflicting stuff in the forums, so any help would be nice. Thanks, David. I believe you have to drag your dev computer with you or make your friend install XGSE, since you would have to re-deploy the game onto the new Xbox in order to run it... I would imagine it's tied to your gamertag, not your ...Show All
IamHuM Are Visual C# or Game Studio buggy?
I sometimes am experiencing the following problem: when I start a program within the IDE and it throws an exception, then I cannot save any files and I get some error messages that there is memory Another question I have: will Game Studio Express support shader development in the way that Render Monkey or FX Composer do or in any other way As for your first question, please file this bug on connect. Any details you can provide (such as what you had been doing) if anything seems to cause it more or less would be really helpful. You'll be able to use .FX files through the XNA Framework Content Pipeline, however using one of those tools is still a good way to iterate on them. Thanks! Please pr ...Show All
dacky 2D Game, SpriteBatch and Lighting
Hi, I'm writing 2D game and I'm thinking about use lighting in it. Is it possible to use light if I use only SpriteBatch to draw all object in the game Thanks all, Kris Nye i will try do it. You can't use 3D lighting with SpriteBatch for at least 2 reasons: 1. SpriteBatch provides it's own VertexShader and doesn't currently allow you to change it to your own. (It looks like it wouldn't be too hard for them to expose the ability for someone to set their own VertexShader for SpriteBatch.) 2. Sprites are 2D anyways, what's the point of 3D lighting You can simulate your own lighting though by modifying the Color parameters that you pass to Draw. Really if you want more sophisticated lighting (even something ...Show All
Simon Smith DrawIndexedPrimitives Problem
Hi.. I try to use vertexbuffer und indexbuffer to create a terrain. I use just the same Code in this link (please look at the bottom of the page): http://www.riemers.net/Tutorials/DirectX/Csharp/tut7.php Then I try to change the width and the height of the terrain (instead 4x3 I make for example 40x30). When I start my application, then my computer freeze. Can you please check the code and samy me what do I make false Thanks.. That’s exactly what I have done but my card is somewhat newer than yours. Have you try the reference device If it work this way it seams to be a driver problem. Maybe you should update to a newer if it is possible. I am just modified this exa ...Show All
DavidAWinter question about ATI 3D Rage pro
Is my ATI 3D Rage pro graphics card fully compatible with XNA or do I need to upgrade, and if I upgrade which ATI card will work the best with XNA Unfortunately the ATI Rage Pro is a little bit dated for XNA. If you want to buy a new card you should check first the graphics slots of your motherboard. If you are looking for a shader 2.0 card, I think you should go for 9600 and up. However, I don't think you can get that in PCI. Your best chance for a PS 2_0 card is a Geforce FX5500 PCI. The only ATI card that I could get ahold of in my area was an ATI Radeon 9250 PCI will that card work with XNA ...Show All
Grant McElroy Embedded resources, Xbox 360, and the ContentPipeline.
I have an IDrawable (DrawableGameComponent) that I wish to include in a windows/360 game component library for use by other developers or even personal reuse. To make the component more friendly and useful I would like to include some resources that are to be used by default without having to force the end user to not only include the component library, but also include any resources that the component would offer by default. Now under XNA on windows I have already figured this problem out and can embed and access embedded resources. However when my example is moved into a XBox 360 game project the function I rely on under windows, Texture2D.FromFile() is not exposed (I use a resource manifest stream to access the embedded data). I have lo ...Show All
AsifHameed1 Can you kindly seperate Vista-only parts (like samples) from DX 9 SDK August 2k6 Update?
During the installation of DirectX, I found it painfully slow for me to wait until I get to a part where I can select a location to unzip all the DirectX SDK installation files... Urgh...it is slow! When I get to DirectX SDK Setup, I saw that sample programs that showcases DirectX's features require 741MB--[whe-wha--]--_why_ does samples require 741MB! Well I'm not trying to complain but because 741MB have already taken up by samples in my C:\DirectXSDKAugust\ that I unzipped for installation, it's going to take another 741MB to install Samples in C:\Program Files\DirectX SDK...\ directory, and I plan to zip up the installation folder for keeping it. Now, I have a question. Can you seperate DirectX 10-related parts from DirectX 9 SDK ...Show All
SolarWind IDisposable Interface
Hi, In my old MDX game, I always use the IDisposable interface in every class and call the Dispose function when the object is not in use. It is because it seems that the garbage collector will not clean up the resource when I really need free space. But now for the XNA, is it necessary to do the same thing i.e, override the Dispose function and Dispose textures used in the class. Thanks Unless you want to micro-manage all your resources or if you are manually loading any resources (Texture2D.FromFile, etc), you don't need to implement IDisposable. contentManager.Unload() will dispose of all relevant resources created with it automatically. ...Show All
progames25 MC2 Editor
I can not see the MC2 Editor being part of the XNA project. When I build/rebuild MC2 the editor files are not updated. What do I do wrong or How can I make changes and updates to the MC2 editor When are you getting the error and/or what steps do you take to make this happen Is it just when you run the program I'm not seeing that here, but let me know. Are you running the editor from the FinalBuild directory Thanks! OK;great got it. I made some minor changes consistant in all relevant files in the editor folder and compiled it and it works as long as I stay inside the editor and don't save anything (just to give you one example of what I did: I added 10 more different ...Show All
gokce Game and GameComponent Feedback
We've been combing the forums and the Connect database for bugs, feedback and suggestions around the application model. We still have a small amount of time to consider any other feedback you may have. So this is the thread that you post your latest likes or dislikes with Game, GameComponent, services, etc. Please scan the other threads before posting here, I'd like to just gather things that haven't already been discussed or reported elsewhere. Thanks! I believe that patterns of standard applications can be reused in games applications, but I believe that all standard patterns is not good or useful to make games, I believe that a handling of the nodes based exclusively on events can have a bad performance. I believe tha ...Show All
Codeme Game Component Design Guidelines?
Anyone have any suggestions, tips, experiences, etc regarding designing and developing Game Components With the move of the GraphicsComponent to a service (which makes sense), one of my questions is remains: what makes a good Game Component In pre beta 1, other Game Components that were hinted at were a Camera and Fps Counter. In beta 2, would these still be Game Components, or be left at system-level Is the choice as simple as whether or not your would-be-component has an Update method that takes a single GameTime parameter Same goes for IDrawable, if a Draw method with a single GameTime parameter is sufficient, should this be a Drawable Game Component Is it a never-ending debate such as the guidelines for designing Interfaces ...Show All
John Wesley Harding DX 10 release
so when is the SDK avaliable to Download. I tried to open the Instancing10 Sample with the SDK. but I get this error "could not initilize Direct3d 10, This application requires a Direct3d 10 class device running on windows vista or later" does that mean i need to install Windows vista ( I will get it soon from MSDNAA) so DirectX10 wont be supported on XP I have the latest drivers for my 8800GTS. December 2006 DirectX SDK already contains RTM DX10 bits. so if we have a DX 10 video card, we can program using DirectX 10 yes and you also need DirectX 10 drivers .... Yes, DX10 is available only on Vista. ...Show All
Nilay Looking for a way to download road.x for the book Managed DirectX 9 Kick Start: Graphics and Game Programming
I don't have the CD that comes with the book and I am trying to complete the Dodger game but I need the road.x file to make the game work. Does anyone know a place that I can download the road.x file thanks Nathan You should send a note to the author, Tom Miller. Visit his blog , then click on the "Email" link on the left. ...Show All
GoodMorningSky Create tex2D with msaa and mipmap error reported by runtime
When I create a tex2D as render target view with SampleDesc.count=4 and MipLevels=4 at the same time, directx reports Directx runtime error"an invalid parameter was passed into the returning function" . What is the problem Thank you. Even with the new more unified memory model there are still limitations. One of them is that a multi sampled 2D texture can’t have mip maps. You can see this limitation on the view creation too. For a multi sampled 2D texture you have to use D3D10_RTV_DIMENSION_TEXTURE2DMS as ViewDimension. This get’s you to the Texture2DMS element which is a D3D10_TEX2DMS_RTV structure. In comparison to the D3D10_TEX2D_RTV structure you can’t select a mip slice there. The error occurs ...Show All
