Answer Questions
enric vives Multiple joysticks with the same VID/PID
Hello! Sorry if it's and off-topic for this forum and please point me to the right one if it's so :) I'm developing multifunction USB device based on ARM processor which will be used as input-output controller for homebuild simulated aircraft cockpit called 'PTJoy' (Project Tupolev Joystick). It acts as joystick with a lot of buttons and axes (as far as I understand DirectX supports only 128 buttons and 8 axes per device), and also as output device for several types of indicators, LEDs, servos, etc. And, of course, I want to avoid host-side driver development, so it's HID class device. At certain point of time I've found, that 128 buttons and 8 axes are not enough, so the possible solution could be either connecting 2+ devices to computer ...Show All
Derek Comingore Next Beta (SKD)
Hi, When the next Beta/Sdk to the XNA will be available It will be as Direct X Sdk (available each 2 months) Which will be the next features to the XNA Tks Nothing has been announced. In fact it is not known if there will be another beta before RTM. See http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=746593&SiteID=1 In addition there has been no announcement about how often XNA will ship so we don't know if they will follow the DirectX model or not. FYI - there is already a connect issue on this if people want to vote https://connect.microsoft.com/feedback/ViewFeedback.aspx FeedbackID=194079&SiteID=226 (need to be logged in first) ...Show All
Ritesh Tijoriwala Using multiple passes in same technique
I'm trying to render two separate models (x-files) with the same shader-technique but each with a different pass. Is this possible I tried this but keep seeing the rendered objects rendered with the first pass. I believe that the ModelMesh.Draw() method will automatically iterate through all passes of the current technique. Passes within a technique are not really intended to be used individually. You really should use a separate technique or a separate Effect for the second model. If there is some reason why you feel those options would not work for you, please explain. ... Passes within a technique are not really intended to be used individually ... Well, un ...Show All
suresh babu krishnappa Processing Keyframe Animation Data
Hey all, I'm trying to write a Processor to extract the relevant keyframe animation data from the NodeContent data imported from the .x files, and am having trouble figuring out exactly what data i am given. Since i iterate through all the meshes to draw the model i was looking to store the keyframes as the corresponding Absolute transformations for each mesh, hence when animating i can just pick the appropriate keyframe transformation and set that as the World transformation matrix for the effect. Each NodeContent object has a dictionary of AnimationContents which in turn have a dictionary of AnimationChannels which in turn contain a list of KeyFrames, each containing the time index for the frame and a matrix transformation. Can anyone ex ...Show All
ACushen XNA capabilities question.
Hello, I've been working with XNA for about a month now and am new to the C# language but my brother and hours upon hours of online tutorials ahve tought me a decent amount. But, it seems like XNA supports loading 3D models making it incredibly easy and quick to get one on screen and move about, but it seems other features were not so 'hard coded' (is that the right term ) for game devlopers. I mean things such as animating a model, a World Editor of some sorts, and topics such as gravity. I realize XNA is quite capable of doing such things but from the examples I've looked at it seems you must have an increasingly vaster programing knowledge and experience to deal with such issues. I migrated over to XNA from using Torque and don't wan ...Show All
Tom McAnnally deriving from DrawableGameComponent
I have a strong feeling I'm missing something very obvious, so hopefully this is easy to fix... I've been trying to convert my beta1 project over to beta2 and there's one build error I can't figure out. I previously had a "SpriteComponent" defined as so: public class SpriteComponent : Microsoft.Xna.Framework.GameComponent and recently changed it so that the line is: public class SpriteComponent : Microsoft.Xna.Framework.DrawableGameComponent Within this class, I attempt to define a constructor as so: public SpriteComponent() { //blah blah } I thought this was pretty standard, but that line gives me the error: "no overload for method 'DrawableGameComponent' takes '0' arguments" looking at the documentation, ap ...Show All
Daniel Pratt fail to upgrade dx 9.0b to 9.0c
After successful installing the directx 9.0c, the dxdiag still showing directx 9.0b. The problem of unable to run programs that required upgrade persist. GotGlock21 wrote: While insalling XP Pro SP2 I got a failure message on this file viaagp.sys was not able to be located. I also got that same message on this file mcdftreg.inf . Now my video sux and I can't play video games unreal tournament and also My videos are very choppy and do not play well. I checked my resources during the playing of videos and it is normal, proc is low, memory is not being slammed. Where Can I get these files for my computer. I have an HP Pavilion A645C and I tried installing their NVidia driver ...Show All
nharendt Dream Build Play Contest Question - Using languages other than C#
I've managed to use Chrome ( www.remobjects.com ) to create some small XNA demos that use the content from SpaceWars. The rules do not mention whether non C# langauges are allowed to enter the contest. Since there are several .NET 2.0 compatible compilers out there shouldn't this contest allow these entries as well as they can use both the Windows and XBox 360 XNA assemblies. Just to clarify, I have Visual C# Express and Game Studio Express installed on my machine, but am using Chrome via Visual Studion 2005 to write and compile my XNA demos and the plan is to use that combination to write future XNA games and contest entries. Could someone from the XNA contest team please clarify your position on the use of non C# languages for the Dream ...Show All
ThiagoPadilha Ortho-picking
How is picking in an orthogonal projection supposed to be done The pick example from the sdk works only in PerspectiveFov projection, but not in Ortho projection. It seems to be all in the calculation of the pick-ray vector, but I can't find out how to set it :/ Tnx! It's the same as for perspective. Basically all you need to do is "unproject" the endpoints of a screen space line segment and use the result to test for mesh triangle intersections. You just need to make sure your resulting segment is in the same space as the mesh you're testing it against. To unproject a screen space point, build the matrix that takes world points to screen space, then invert it. The total matrix to screen space is something like ...Show All
BobSun Animating Sprites
Maybe not the best place to ask but I found some good sprites that I wan to play around with but they come in like 100 bitmaps for walking animation. What's the best way to handle this, import each bitmap as a texture and do some code to figure out when to show what texture Found this http://www.c-unit.com/tutorials/mdirectx/ t=46 but that's in one texture, how can I do it if I have a lot of bitmaps Any programs that will stich all of these sprites together A supplementary approach I’ve come across when using a Sprite batch image is to create a separate AnimatedTexture class to handle animations from these tile sets. A good example of this can be found in the http ...Show All
deathruddles First XNA Program Development Team (FXPDT)
Ok, I thought with all of us using the beta, we could start the first program development team. With all the tutorials being provided by everyone, which I hope will end up in this thread I made: http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=690814&SiteID=1&mode=1 Hopefully we all can learn from each other to create more complicated games, as well as work with each other. Anyone who wishes to join the team can just create a post about their current project, what they could use help with, and one of two things will happen: A team member will aid them or point them in the right direction of a tutorial or how they can achieve their current goal. With that in mind, we can discuss our projects, project ideas, and goals we a ...Show All
GuusDavidson Responding To Graphics Device Events
Trying to figure out where <a href="http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=1212399&SiteID=1">my problem</a> lies with recreating/resetting the graphics device and the weird effects, I began to wonder if I had tied into the proper event handlers. So I was wondering if someone could tell me if this is the correct way to set up event handlers for a custom game component: graphicsDeviceService.DeviceCreated += new EventHandler(loadAllContent); graphicsDeviceService.DeviceDisposing += new EventHandler(unloadAllContent); &n ...Show All
Bob_Sullivan hlsl file problem?
hi all, i fined flag effect fx file in internet, i tried use fx file in my game. But i can't draw effect in my display. Below is my source code, Hope somebody can help me fix this bug. fx file code ========================= string XFile = "flag.x"; // model int BCLR = 0xff000000; // background colour texture Tex0 < string name = "EuropeFlag.jpg"; >; // transformations provided by the app as input: float4x4 matWorldViewProj: WORLDVIEWPROJECTION; float4x4 matWorld : WORLD; float time: TIME; struct VS_OUTPUT { float4 Pos : POSITION; float2 tex : TEXCOORD0; }; VS_OUTPUT VS(float4 Pos : POSITION,float2 tex : TEXCOORD0) { VS_OUTPUT Out = (VS_OUTPUT)0; float angle=(time%360)*2; ...Show All
GinaK Using Pixel Shader 3.0
For another project I need to use pixel shader 3.0. When I attempted to get the effect to work in pixel shader 3.0 I noticed that pixel shader 3.0 was not working anywhere. So I even tried using the code from How to: Create Custom Texture Effects. The HLSL code is written to compile it for pixel shader 2.0. When I changed it to pixel shader 3.0 it failed. It gave an InvalidOperationException on the graphics.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, cubeVertices.Length, 0, 12 );. When I switch back to pixel shader 2.0 the program works just fine. I added code to test which version of pixel shader I have, and I do have pixel shader 3.0 (my video card is 7900gt so it should ...Show All
DreamingBear Help I can't find XNA Game Launcher on MarketPlace
Hi all, I am trying to deploy the sample spacewar on my retail xbox 360. According to the XNA documentation I need to first purchase the XNA Game Launcher from MarketPlace. Have been searching hi and low in the MarketPlace, can someone help to point me in the right direction Is it because I don't have a Gold Live membership or something else Please help. Thanks in advance. Regards, Brian That is correct, the XNA Creator's Club is not avaialble until release. I heard December 11. Seems pretty obvious to me: http://msdn.microsoft.com/directx/xna/faq/ Q: Why isn’t there any Xbox 360 support in the beta A: Microsoft does not release beta software on the Xbox 360 for security reasons. Tha ...Show All
