Answer Questions
stroller Contour offset of a polygon
Dear All, I am using DirectX to write application and I cannot figure out how to do this: I have a polygon and I want to create inward contours offset of that polygon by giving number of contours that I want and the distance from one contour to another as well. I would highly appreciate if anyone can advise me the algorithm of doing this Regards, LG Cel shading algorithms are all doing the technic you're decribing : extracting contours and rendering them with tunable parameters (thickness, ...). I won't be able to explain you how to do, but you can easily find tutorials and samples around the net. You can try Nvidia and ATI developper pages, Nehe (but it's opengl), and of course google ...Show All
fbnts Torque X for XNA release
Hi guys! Somebody know when Torque X will be released That's probably a question best left for Garage Games. I don't think they have announced any pricing details yet. Mehdi Mahdloo wrote: any hopes to have it for free Well: 1. Garage games needs to make profit to pay its employees 2. No other garage games products are free 3. This will be a sophisticated piece of software 4. This is one of the biggest launches ever I suspect you already know the answer. But garage games philosphy appears to be sell it cheap and sell lots of copies so I suspect it will be cheap and worth every penny. If you need a free XNA engine I suspect that most of the MDX engines are currently working out how best to sup ...Show All
jdang Adding a simple shader to render a ModelMesh
I'm trying to figure out how to render with a shader instead of the default render style. I have quite a bit of experience with CG shaders from NVidia so I know the concepts, but when I'm trying to use XNA's HLSL, nothing is showing up. Here's what I'm doing. Any ideas what's wrong I'd like to note that I HAVE been following the help files, but the help files go into DrawIndexedPrimitive rather than mesh.Draw(), which I know isn't required and only helps to confuse me with the idea of applying a shader effect. On Load: shaderEffect = content.Load<Effect>("Content\\Shaders\\simple"); shaderEffect.CurrentTechnique = shaderEffect.Techniques["TransformTechnique"]; effectParam_wvp = shaderEffect.Pa ...Show All
scorpionguy Does (Can?) Update() get called more than Draw()?
I'm not completely familiar with game loops, but up until now, I've assumed the seperation of the Update/Draw methods in the default class are just to make the code nice, and Draw would always be called once after each update. However... If that's the case, and my framerate sucks, my reading of the keyboard etc. may well miss keypresses. So, is it possible (or common) for the Update() method to be called more than the Draw() method I'm assuming the timeElapsed stuff was so that the framerate doesn't affect the speed of the game, but that suggests that Update/Draw are locked together. When I play WoW on my desktop, it often drops to 5-10fps. If my XNA app ran at that rate, I could see keypresses being misses easily. What can I d ...Show All
DiegoMC Texture Filtering Problem
I have just recently converted my MDX project over to XNA, now I have slowly ironed out most of my problems but one that remains is the texture quality. My game looks the same as the old MDX one does when mip filtering is not enabled. Is there anything special in XNA that would stop the mip filtering from working or any kind of problem that would cause a similar look on the textures. It's like something is overriding the setting, but I cant figure out what it is. Xengor wrote: I have tried doing as Derek suggested: TextureCreationParameters parameters = new TextureCreationParameters(0, 0, 0, 1, SurfaceFormat.Unknown, ResourceUsage.AutoGenerateMipMap, ResourcePool.Managed, Color.White, FilterOptions ...Show All
Cygon4 Refrences and book advice
Hi all, I was wondering if anyone had some good advice on books/types of books to pick up for this development. I do not know C# but I have been programming C++, etc for many years so I am not a beginner. Would your advice be to get a book one visual C#, or just C#, or something along those lines I would also assume I need a book on direct X programming I just want to make sure I am heading myself in the correct direction before picking up some books. Thanks a ton and I apprecitae the help! There's tons of resources on the internet on C# development so you might want to save money on that. Google "learn C#". As for DirectX anything you buy is going to be outdated as the XNA Framework will b ...Show All
RenoMike Using Non-XBox 360 Controllers
As far as I can tell the XNA framework doesn't allow me to use controllers other than the XBox 360 gamepad. In future releases of XNA will the use of other controllers be possible If not, then the framework is fundamentally flawed for those wishing to make games for windows. https://connect.microsoft.com/feedback/ViewFeedback.aspx FeedbackID=192779&SiteID=226 (note you must ALREADY be logged into connect before the link will work!) ^^^ Please vote if you wish a way to use DirectInput devices. wow, great job! surprised that microsoft isn't considering that most of us need to emulate the 360 controller *somehow*. i tried to get to that poll on connect (signed in ...Show All
Wicket Need a pbuffer overview
Could somebody please point me to an overview on using pbuffers in DirectX (Or if they go by another name in the DirectX world, please let me know.) Google search is being surprisingly useless, getting details but no overview. In particular, I want to know how to: 1. Render to texture and then apply that texture to something. 2. Render to texture and then read that texture back into main memory. Example code would also be appreciated. Thanks, Ken There is no pbuffer analog in D3D. Actualy OpenGL PBO extention is replica of DirectX mechanism of rendering to texture. Simplest code in SDk that uses this functionality (creating textures possible to set as render target and actually setting them by SetRenderTarget) is Blobs. ...Show All
nomer Does GSE support conditional breakpoints? How?
Are conditional breakpoints available in GSE / C# Express I've run into several situations where I want to inspect the values in a loop, but only after several 100's of iterations. If this feature is not available, does anyone have any suggestions on a decent workaround I suppose I could throw in an "if" statement that throws throws an exception when my condition hits, but I'm hoping there's something out there that's a bit more graceful... Nope - its one of the downgrade items for the free product. I usually add an if statement that has a debug.print in it, and I add the breakpoint on the debug.print... In playing around Debug, I found another good one. Debug.Assert() gets y ...Show All
Mikaelm What constitutes "Commercial"?
What if I want to develop an application that I do not intend to distribute and sell, but only use internally as an integral part of some business model, such as in a CyberCafe / LAN party. If I'm a business consultant who develops a Team-Building game for corporate events that are based on my Team-Building Intellectual Property, is it considered "Commercial Use" if I'm using the Xbox 360 as a turnkey platform to run this on For example, perhaps I break up employees into small groups of four to team up and participate in a game and I need to use 10 Xboxes simultaneously for a group of 40 people. You can see the advantage of using 360s instead of PCs for the convenience of setup here, especially for a travelling roadshow. So ...Show All
foocc Problem installing XNA Game Studio Beta 2
I previously had XNAGSE beta 1 installed, however I am unable to install beta 2. I read around on the forums a bit, and this is what I tried: 1. Uninstalled beta 1 2. Ran Visual C# then closed it 3. Tried to install beta 2 However when I try to install beta 2, it gets through most of the install, but after it does "installing DirectX redist" it goes to "rolling back action" and tells me that the install ended prematurely due to an error. Anyone have any ideas what could be going wrong Should I try reinstalling Visual C# as well Somehow, running the installer with the logger on made it complete successfully. That's about the weirdest thing I've ever seen. Everything a ...Show All
jwaddell No Blue Channel?
Hi all: Thanks for all your help, my sky sphere now renders from the inside out, and thanks to www.thehazymind.com , I have a working camera to peer inside the sphere. I am stumped on something though. When I render a model that has texture maps with blue in it, such as the aformentioned skysphere, I don't seem to have a blue channel. The texture appears green instead. I'm stymied from the lack of help from the help files (of course they're beta). Any ideas Here's what I'm doing to render: //Get ready to draw the sky sphere graphics.GraphicsDevice.RenderState.DepthBufferEnable = false ; graphics.GraphicsDevice.RenderState.CullMode = CullMode .None; //Reset drawing states graphics.GraphicsDevice.RenderState.Alpha ...Show All
Gordon999 Bullet Hell Tactics - Shoot'em'up game created with XNA (video and screensots)
Hey! For the last couple of months (5 to be exact) I have been working on a shoot'em'up (shmup) game with XNA and have now come to point where I can show what it will look like and how it will play. I have screenshots and a gameplay video that can be found at http://shmup.blogspot.com . (Remember that this is work in progress, and a lot of stuff is missing). Here you can also read about the development and progress of the game. I don't yet have a playable demo for download (sorry). Later on I will have a beta for download for those of you that wish to try it. It has been a WHOLE lot of work to get this thing play (I know maybe it doesnt look like much work when you see it but trust me - it is!) Almost all the gameplay element ...Show All
MosheDeutsch Bug in Mouse.GetState
There seems to be a bug in the Mouse.GetState method. If the mouse is not moved and only the wheel is scrolled it returns mouse position absolute to screen. When the mouse is moved again it returns properly mouse position relative to window's rectangle. This causes mouse's sprite cursor to flip around while moving mouse wheel. I hope this will be fixed in beta 2. jep... got the same... Yes, weird indeed. But it seems to me it's trivial to fix. I've already submited a bug report. Wow, weird bug. I get the same thing (didn't notice it before now though.) ...Show All
Dylan Smith Microsoft.Xna.Framework.Audio.NoRendererException while compiling Spacewar
Microsoft.Xna.Framework.Audio.NoRendererException was unhandled Message="External component has thrown an exception." Source="Microsoft.Xna.Framework" ErrorCode=-2147467259 StackTrace: at Microsoft.Xna.Framework.Audio.AudioEngine..ctor(Stream settingsData) at Spacewar.Sound.Initialize() in D:\Trent\Visual Studio 2005\Projects\MySpacewar1\MySpacewar1\Sound.cs:line 203 at Spacewar.SpacewarGame.WindowsGame_Starting(Object sender, GameEventArgs e) in D:\Trent\Visual Studio 2005\Projects\MySpacewar1\MySpacewar1\SpacewarGame.cs:line 94 at Microsoft.Xna.Framework.Game.OnStarting() at Microsoft.Xna.Framework.Game.Start() at Microsoft.Xna.Framework.Game.Run() at Spacewar.Program.Main(String[] args) in D ...Show All
