Answer Questions
Kris Nye Can't Compile DirectX Sample Projects in VS 2005
Hey everyone, I just installed VS 2005 and the ASP .NET 2.0 architecture and now I want to start wrting some 3D programs using DirectX, so i downloaded the directx SDK, but can't get it to compile in VS 2005. It keeps giving me this error Error 5 fatal error C1083: Cannot open include file: 'd3d9.h': No such file or directory c:\documents and settings\user\my documents\visual studio 2005\projects\hlslwithoutfx10\dxut\core\dxut.h 91 Can anyone help Thanks a lot! Kent Have you added the include and library directories to the environment Tools->Options->Projects & Solutions->VC++ Directories... ...Show All
price1 draw dds
how do i draw a dds in c# thomp89 wrote: ok, but how do i do that You've already received an answer from Jim, but my brief answer was in response to your very brief question: you've not really given us much context which makes giving a complete answer rather difficult Best regards, Jack ok, but how do i do that There are tutorial projects in the Feb 07 DX SDK that will show you how. Download it here . With Direct3D usually ...Show All
drinkwater Anyone having problems with the designer?
I been working on a game that has about 6 components in it and for some reason the designer will stop working and give me this error. One or more errors encountered while loading the designer. The errors are listed below. Some errors can be fixed by rebuilding your project, while others may require code changes. Specified cast is not valid. Hide at System.Windows.Forms.Design.ComponentTray.GetLocation(IComponent receiver) Just courious if this is a bug or something going on with my code Nope checked nothing in the constructors, and they are just were I droped them did not move them or anything. I get this when viewing a class ...Show All
Jim Wooley How I get the index array from a model?
I load a model from file into XNA and I want to store the data for modifying the vertex and adding some vertices and make some other transformations, like grouping all the small models in one single vertex buffer and index buffer and making a basic collision detector with walls. I have followed the issue and I found this topic http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=891302&SiteID=1 Ok, It wasn’t easy, but finally I can manage to get the vertex of the models. But when I try to get the data from the index buffer I get this error "You cannot call GetData on a resource that was created with ResourceUsage.WriteOnly." And the ResourceUsage prop ...Show All
Elder Morales Multi-core programming
Will the XNA Framework allow assigning threads to specific cores on the 360 Or more generally, how will XNA Framework interact with the 360's cores and hardware threads Yes, we are providing the ability to assign a Thread to a specific core and hardware thread. Wouldn't that be rather 360 specific In the regular .net framework you can set affinity and priority on a thread, isn't that sufficient Or does the XNA framework introduce a new way of dealing with threads Does the lock and volatile keyword work the same on the 360 Thanks, Roger Larsen twospoons wrote: So basically you need different code blocks for different platforms. Does the kern ...Show All
Littletommy Microsoft.XNA.Framework.Curve
Hi, I was wondering if anyone had looked at or used the Curve Class yet. I am having difficulty working out how to use it, perhap anyone could shed any light. I was thinking initially that it is a beizer curve type class, but I can't see co-ordinate information for the control points. All I can see is that CurveKeys have a value and a posistion, presumably between 0-1. Is the value the "y" position on a graph and the x is the position. Has anyone any more information that I can read in to determine what to use a curve for. Kind Regards, Paul Kinlan www.kinlan.co.uk Hi Paul. I think the position is like the x coord and the value is like the y coord on a 2D cartesian system (I've haven't tried it yet, ...Show All
OctopusThu Language for level editor
I'm new to game programming and I'm starting to make a 3D level editor. But the problem is I can't decide which is the best language for my editor: Visual C# or Visual C++ Start with the easier man. C#, WinForms, with Managed DirectX (unless you're already good in C++). ...Show All
NJCoughlan Material Alpha
For testing purposes I try to create a simple transparency effect, but whatever I do it does not work... PresentParameters presentParams = new PresentParameters (); presentParams.Windowed = true ; presentParams.SwapEffect = SwapEffect .Discard; presentParams.EnableAutoDepthStencil = true ; presentParams.AutoDepthStencilFormat = DepthFormat .D16; presentParams.PresentationInterval = PresentInterval .Immediate; device = new Microsoft.DirectX.Direct3D. Device (0, Microsoft.DirectX.Direct3D. DeviceType .Hardware, this , CreateFlags .SoftwareVertexProcessing, presentParams); ... this .device.RenderState.ZBufferEnable = true ; this .device.RenderState.Lighting = true ; this .device.RenderState.Ambient = Color .From ...Show All
SteveLK Need help with 2D sprite animation using C++
So far, my program is very simple, I have only drawn a sprite using a texture interface and moving it in the my game loop with 4 keyboard keys: W, A, S &D. But I'm already getting lag and inconsistent animation(just movement in this case) rate: 1. If I try to move the sprite in the one direction, it will start out very slow, and then speeds up to a constant pace. Then if I let go of that key and hit anther key to head towards the other direction it will again start at a slow pace in the first 2 seconds then gets faster afterwards. 2. At different times, the sprite will move in the same direction at different speed: sometimes faster and a few times slower. Since I increase/de ...Show All
D-- Mysterious EffectMaterial Error...
I am trying to draw an x-file, specifically the skybox01.x file included with the DirectX SDK, using XNA. The Code: foreach (ModelMesh mesh in Skybox.Meshes) { //This is where it Crashes, on the next line. foreach (BasicEffect effect in mesh.Effects) { //Effect Settings Goes here } //Draw the mesh, will use the effects set above. mesh.Draw(); } The Error: Unable to cast object of type 'Microsoft.Xna.Framework.Content.EffectMaterial' to type 'Microsoft.Xna.Framework.Graphics.BasicEffect'. I know why it crashes, since what is inside the meshes.Effects is a EffectMaterial and not a basic effect... But how to fix it I have not a clue. I have all 3 files for dra ...Show All
MSNetDeveloper New XNA Competition?
Anyone know (and willing to talk about if you do) this Whoever is behind it is hiding using DomainsByProxy.com. January isn't that far off, so I expect more details soon. Guess I'll just get my main game ready and see what happens. Sweet, thanks! Guess I'd better get cracking! Well, I actually have something in the works that I couldn't get done for the 360homebrew contest due to other committments, but this looks cool! You'd better believe I'll be checking sites several times a day (not that I don't already, but... ) Well, not all day. Oh, and what are you doing ! Yes you better! :) So that's what you do all day over there. I knew it. There is some information here: http://gamerscoreblog. ...Show All
shades921 Local orientation?
Hello, I'm used to translating objects by their local orientation. How would i go about doing so in XNA I tried getting Quaternions to work, but to no success. I looked at the Spacewar demo as well, but in that demo they change x/y velocities depending on the current rotation of the object, which isnt a very clean way to go about things in my opinion. Ok, this is how you make a model move forward in the direction it is facing if you press w, and turn left/right if you press a/d. This uses only matrix/quaternion math. First, initialize your variables: Matrix world = Matrix.Identity; Matrix translation = Matrix.CreateTranslation(0,0,0); Quaternion rotation = Quaternion.CreateFromAxisAngle(Vector3. ...Show All
Bruxir XNA - Microsoft lack of vision
Its real sad that Microsoft, once again, shows this lack of vision for a games development tool: 1: Get visual: Don't force users to write such a lot of code to do just very little. It reminds the Charles Petzold's "Hello Window" hell of code days. 2: Provide visual tools: Let users choose the components, change their properties and write just the required code for the events. 3: Quick development means quick prototype and minimum learning curve. XNA has a lot of things to learn. Definetively it is NOT for students and hobbists. We will have to wait until someone encapsulates XNA framework into a group of visual components, that can be easily drag & dropped, inspected and tested very easily without having to learn lots of n ...Show All
Holm76 Saving model to .x file
Because XNA doesn't yet support mesh saving functionality, I'm using MDX to save a model to a .x file. This is the code I'm using: meshTerrain = new Mesh((WIDTH - 1) * (HEIGHT - 1) * 2, WIDTH * HEIGHT, MeshFlags.Managed, CustomVertex.PositionTextured.Format, device); meshTerrain.SetVertexBufferData(vertices, LockFlags.None); meshTerrain.SetIndexBufferData(indices, LockFlags.None); int[] adjac = new int[meshTerrain.NumberFaces * 3]; ...Show All
Ben Taylor d3d10 specs
Sorry if im being stupid but where can I find the exact D3D10 Specification I want to find out exact details like what precise parts of the ieee 754 spec it does/doesn't support. I have read the David Blythe's useful overview of the spec and also Nvidia's similar document, however is the actual spec or any d3d spec public (btw, im not talking about api specs, but the specs that hardware manufacturers follow to be compliant). Thanks! Owen As far as I know this specification is not public available. If you are a hardware manufaturer, please send a request to directx@microsoft.com . ...Show All
