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Tryin2Bgood I cannot deploy to my XBox 360, have searched.
I've searched around, and haven't found a solution to this problem that works. Both computer and 360 are on the same subnet, wired to the router. In fact, the XBox 360 works fine as a media center extender for that PC, so I know that to some extent they can communicate across the network. I cannot ping the X360 from the PC (I get timeouts) and I cannot deploy XNA program (the X360 sits at the screen saying it is waiting for connection, and the XNA toolkit says that the deploy failed because it could not reach the XBox). The official MSDN help says to ping the XBox 360 to verify that it is connected, which is why I chose to. If it is unable to respond to pings, that portion of the MSDN guide should ...Show All
fiaolle Sorry For Dupes! (site messed up)
It's all right I will clean up.. ...Show All
Teachable Cube texture
Hello. Here i would like to ask about how to use cube texture that i store in the dds file. here is my situation: i create cubetexture object from file, which is cubetexture.dds. I'm not planning on using it for the eviroment mapping like the teapot one in the directx sdk sample, i just want to draw a cube box using the cube.x file that i already created and map it using cube texture. is it possible if its possible, then how to actually did it. i kind of new in directx. the point of doing this is i want to test my hardware whether it able to render cube texture or not. Could someone please give me some clues about this I really appreciate your help in this. Thank you Well, it’s indeed possible, but n ...Show All
Cool Screen Name Trouble with color with 3D lines
I just learned how to plot 3D lines - I mean actual 3D lines. The problem I hit is with their colors. I cannot quite control it - need advice what to read or in case I am missing an "obvious" declaration or something. I declare the line like: Verts = new CustomVertex . PositionColored [2]; Verts[0] = new CustomVertex . PositionColored (0, 0, -100, Color .Red.ToArgb()); Verts[1] = new CustomVertex . PositionColored (0, 0, +100, Color .Red.ToArgb()); Then I draw it like: device.DrawUserPrimitives( PrimitiveType .LineList, 1, Verts); I noticed that its color - you see up I set it to RED - varies depending on things I do not yet understand - like for example If I had defined a material for a ...Show All
aaks kW X-port for 3ds Max 9 (X file exporter with XNA support)
I have made a preliminary version of the kW X-port plug-in available for Max 9. The full Max 9 download from Autodesk is almost 3 GB and is still going, so I haven't been able to test it yet -- it's just re-compiled with their new SDK. I give it a good 90% chance of working fine, though :-) The version for Max 8 has been tested, of course, and is still available. It might work as far back as Max 6, because they are apparently version compatible from 6 through 8, but I have only tested on 8. kW has some features that might help with XNA usage, such as support for the Max Direct3D9 material with shader parameters; support for mirroring along Z and mirroring the V coordinate ; support for properly exported skinned meshes even if ...Show All
IXOYE333 Day 1 - Where you at?
So day 1 of the XNA madness has come to a close, with many more to follow. How far has everyone gotten on their first game projects I haven't spent nearly as much time as I wanted to on this, but I managed to get my head to bounce around the screen. I think the next step would be to add another head (i.e. angelina jolie) to bounce around. Maybe I'll even add collision detection so that if the heads hit, she says something like "I want you so much!" and I go "Yeah, whatever" and bounce. ...not sure if I should have mentioned the idea for this game...now everyone's going to steal it and make millions. But enough about my awesome game in the works. If anyone has anything worth checking out, upload it somewhere and post the link in this th ...Show All
Bruce Bukovics Writing the screen back to itself
Hi chaps, just started playing with the XNA studio, and its top banana. 2D graphics are proving straightforward, especially as blitting, clipping, rotating and scaling sprites is so easy. Now I have a little question. - lets say I want to grab the screen as a texture so I can write it back to itself, but with more transparency - ie do the classic full screen feedback blur beloved of so many mp3 players and Squaresoft games - what is the best approach ie - how do I turn the screen into a texture. and how do I access the alpha channels on a per pixel basis so I can increase all the values in this new texture Or is there a better way to do it, for instance with tinting or some other shortcut Any help much appreciated. I've only been co ...Show All
Hoon1234 Runtime assembly info with GetRuntimeReader()
Hey everyone, I'm having a bit of a problem and was hoping someone might have some insight. After writing my own content processor, I've noticed something. The ContentTypeWriter, as has been pointed out before, has to overload the GetRuntimeReader method to return, to my knowledge, the full assembly path to the Reader as it will be called at runtime. So for instance, if I want to use my processor or importer with a project, I have to go back and edit the ContentTypeWriter's GetRuntimeReader method to look for an assembly in that new project. Here's some pseudocode- Project A - Processor RuntimeTypeWriter (...) string GetRuntimeReader() { return "(ReaderNamespace)(ReaderName), ProjectB ,..."; } Project ...Show All
Troy Lundin Deploying to 360
Hi, In the XNA Faq, when it talks about giving a project to other people to deploy on their 360's, it says you must give them all the assets and source code, so that they can build the program and squirt it onto their 360. My question is: will it work if you give them a project with the C# source files removed ie they have the assets (either as source graphics and sounds, or the built files) and the .obj's, just not the C# source. What happens if the project is dependant on an external DLL Will I need to ship a project that builds this, too Again, can I get away with excluding the C# source Many thanks, Mark Stephen, I guess that could/should be complemented with obfuscation. One question: does sta ...Show All
prujohn have problem when using "dynamic looping" in pixel shader.
how many limitations or difference with C++ when using "dynamic looping" in pixel shader There are quite a lot of differences. Ultimately it boils down to the underlying architecture - CPU vs GPU and in general GPU's tend to prefer static/linear execution. Looping and branching tend to hurt parallelism. Then again, the above depends on which shader model(s) you're using and on what sort of hardware. From what I gather ATI's R500 series hardware is quite good at branching/looping whereas other SM3 parts (e.g. Nvidia's 6/7-series) aren't quite so good. Have a look at the SDK documentation for further details: Pixel Shader Differences , Flow-Control Limitations , SM1 models don't te ...Show All
ECHS BACHS expensive calls
What are the most expensive calls in the render process - Effect.CurrentTechnique = something - Effect.Begin - Effect.Parameters["xy"] = something - switching vertex or index buffers I am just wondering which calls I should avoid to repeat if possible/or where is room for optimization... I understand of course that generally you should make as few calls as possible and do as much as possible in one call. But with XNA and the GameComponents the art is I guess to find the balance between OO-Design and maximum performance, so I just need to know where I have to tackle. OK, so as an example, if I would have 1000 GameComponents (just an example ;)) and each and everyone of them would d ...Show All
Sajal Mahajan Deployment and XML Content
I have been looking but have not found information on the deployment process as it applies to my app. I have a Media folder in my project in Visual Studio Express.. It has many subfolders. The texture, Shader, and Sounds all get exported to the "deploy" folder automatically and get deployed to the xbox. However, here is my problem. All my other folders custom mesh format folder(binary), Skeletal structures folder(binary), and XML settings files in sub folders get completely ignored on compile and export. (When The process puts the files into the deployment folder (at compile time) and also ignored when sent to the XBOX. ) What am I doing wrong All the files are in the project but anything that is not turned XMB gets igno ...Show All
Jademobile If my screen is white....?
This might be a common problem, and i hope there is a simple explanation for it. But when i run my XNA program and all the graphics, which in this case was trying to be a map, is white, and only partially drawing some stuff. Anyone have ideas about why Any and all help is appreciated I haven't seen this reported by anyone else in the XNA forums before. This thread should probably be moved there so that you'll be more likely to get some help from one of the many XNA gurus there. This could be specific to your video card or you could be doing something in the code. Here's a couple of questions to get started troubleshooting this. When you make a new Windows XNA game and run it, do you get the wonderful cornflower blue screen When you ...Show All
Jh2007 Gamestate tutorial?
Hi all! I am looking for a GameState tutorial for XNA. I searched this forum and found a nice tutorial on the subject. ( http://www.kalme.de/index.php option=com_content&task=category§ionid=4&id=14&Itemid=26 ) Except that it's not using the XNA framework so there is alot of stuff in the tutorial that is already taken care of in XNA. If there is a tutorial about how to handle gamestates in XNA it would save me alot of time figureing it out by myself from the tutorial above. I am glad for all the advice I can get. Happy coding Thanks for the fast answers. They're exactly what I was looking for. George , I have only glanced at your sample, and it seems to be some good stuff in there tha ...Show All
FDS Write Text over Triangle
Hi... I am very new in DirecX Programming. I creeated a Triangle (with positionnormal vertices) and now I want to write something over it. After using postion normal vertices, I have a length for the Trinagle 0.5f. But for the position of the text I need interger values (in Rectange). What should I do Thanks.. objectPosition * world -> worldPosition worldPosition * view -> view/cameraPosition viewPosition * projection -> screenPosition Note that screen position is in the range -1<x<1, -1<y<1 and the y axis is +ve up, -ve down whereas pixel positions are +ve down so take the screen position and do something like (screenPosition.X +1) /2 * screen width and yo ...Show All
