Answer Questions
rockchiu Numeric performance on 360
A question for the framework/VM guys... I have ported one of my simpler benchmarks to the 360, and find that the numeric performance is running 5x slower than my 2.8GHz P4 desktop. Now I was expecting a drop in performance on the 360, allowing for the difference in CPU implementation (in order execution / branch prediction etc), but nothing like this magnitude! The benchmark simply transforms a source array of Vector4s to a destination array of Vector4s, using a 4x4 matrix. Have you guys done any benchmarking of pure numeric perf, and if so is this in line with what you get Andy. Okay, some hard numbers from my game. Basically, I'm decoding some data, creating meshes from some previously-load ...Show All
Wellnow PIX crash when attempting to set shader variable
I've got some code that works fine when not running via pix, how ever when i run it through pix it crashes. I've found that the crash is caused when i call either: SetResource or SetMatrix here is my code: void DX10Effect::SetTexture(EffectParamHandle handle, Texture* texture) { HRESULT hr = ((ID3D10EffectShaderResourceVariable*)handle)->SetResource( static_cast <DX10Texture*>(texture)->GetTextureRV()); int nothing = 0; } void DX10Effect::SetMatrix4(EffectParamHandle handle, const Matrix4& matrix) { HRESULT hr = ((ID3D10EffectMatrixVariable*)handle)->SetMatrix(( float *)&matrix); int nothing = 0; } EffectParamHandle is typdef'ed as a void* so hr = S_OK when ...Show All
Brad Mittelstedt Question about MeshContent
Hi, I have a question about MeshContent. In the documentation it says that MeshContent.Position is a set of Vector3 vertices. I want to build a set of plane information for a model using the triangle information in the model. Does the vertices in sets of 3 itself form a triangle or is there an index buffer from which I can get the information Thanks. Hi, I tried the following code but I get an error. However I don't see any index out of range issues in this code so I dont know what the error is trying to say. // Sorry - dont know how to exactly use code tags here [code] private void parseGeometry( MeshContent mc) { GeometryContentCollection gcc = mc.Geometry; ...Show All
Buddhist 3-D Object Creator?
Well I am new to this program, I have started to edit small thing with XNA like turn a space ship into a Meteor or give Stupid amount of money like 10,000 but now i want to inport in new 3-d objects instead of the space ship any program Recomendations If yes please post on t his thread or email me, partypooperjon@hotmail.com Check this thread. http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=988812&SiteID=1 I have used 3D Canvas . It is decent and exports to many different formats including .X. I use Milkshape 3d ( http://chumbalum.swissquake.ch/ ) for model editing. It's pretty easy to use, and only $30. I use LithUnwrap ( http://files.seriouszone.com/download.php fileid=198 ) to e ...Show All
Data Base xnb file shader
when i have to release my game engine it comes with prebuild shader for win and xbox is there any form i can store copyright info inside the shader or pehaps store some file info in my engine so i prevent people from steel my shaders yes that is true my engine comes in full source code and a full source code of a sample game but the onlye thing that is prebuild is the shaders why i speed 8 month to create the shaders before mdx 2.0 and after and now in xna and it is a god set of shaders that work together thies shaders you cannot find them in a 200 milion games to day , what i have implanted is this please read this paper , mabye you can understand why i just wont just release the shaders http://ati.amd.com ...Show All
progames25 How to play Ogg files in DirectSound with C++??
How to play Ogg files in DirectSound with C++ There's no built-in mechanism in DirectSound to play Ogg or other compressed files. But if you have an Ogg decoder, you can stream the output directly into a DirectSound buffer. -Brian need libvorbis ...Show All
DanSoper My 1st XNA Game.
The lastest Screen Shots ( Click Here ) I am trying to create a simple game with XNA express . I created a blog for it. I am totally new to this. I just want to share my progress and hopfully get some suggestion and idea from expirenced people. Here is the link to my page: http://wehso.spaces.live.com/ Today's update New features added today: Bonus added. when kill an enemy with bonus, a "P" bonus appears, it bounces around the screen, if you "eat" it, you will power up. Collide logic changed. now a item can have a size smaller than its texture. Screenshots: ( click here ). or check my blog @ wehso.spaces.live.com ...Show All
Ryan G Checking for capabilities
I have a simply game where I'm drawing a flat terrain made up of tiles, each tile being made up of two triangles, and I'm using index + vertex buffers. On my computer (Geforce 6600GT, AMD Barthon 2600+) everything works fine. On my laptop (Centrino 1.7, Intel on-board graphics) nothing shows, so I guess the vertices aren't being drawn. I'm assuming this is because the on-board card does not support some feature that the 6600GT supports. I checked the GraphicDevice.SoftwareVertexProcessing property, and on my computer it is false, while on the laptop it is true, so I'm assuming that's set right, since most on-board cards don't support much hardware stuff. I'm also using a BasicEffect so that might be it.. I guess I have to check some ...Show All
Allwin Trying to pass a cubemap.dds to a fx shader
I have been playing with these shaders: http://msdn.microsoft.com/library/default.asp url=/library/en-us/directx9_c/Goal_3___Environment_Mapping.asp and I have got these shaders up and working in my engine, with the exception of 3 and 4, they light my model correctly, but they don't seem to be rendering the cube map I am giving them. The shader manages the cubemap like this: texture EnvironmentMap < string type = "CUBE"; string name = "lobbycube.dds"; >; samplerCUBE EnvironmentSampler = sampler_state { Texture = (EnvironmentMap); MipFilter = LINEAR; MinFilter = LINEAR; MagFilter = LINEAR; }; I load the cube map like this: private TextureCube myCube; myCube = myLoa ...Show All
Preston Park A few questions about the XNA IDE
When I double-click on the source file in the Solution Explorer that represents both code and a designer, it brings up the designer by default. You have to right-click and select "View Code" to get the code. Is there a way to make it bring up the source code by default I searched the help and the forums and I couldn't find any way to change the behavior. It seems to me that you'd want the code much more often than you'd want the designer. Also, after I switched my game from windowed mode to fullscreen mode, bringing up the designer would switch the screen resolution to the backbuffer size of my game. Is this expected or is this a bug Everytime I do it there are VCSExpress icons added to the tray and they don't go away after ...Show All
CECOOK Simple BreakOut Demo (Source included)
Well there it is, my first ever C# and XNA program I hope it'll help some of you. Download BreakOutDemo.zip v0.31 Thank you MS for that wonderful gift that is the XNA. The issue has been resolved. Thank you for bringing it to my attention. I also added new glyphs for the ABXY and Start buttons, enjoy! I got impatient and re-installed 7zip (all your fault!). Nice game, and thanks for including the source - it'll be good to see how you did things :) I forgot to uncheck "Sign the ClickOne manifests", sorry about that. The files have been updated. (I X'ed out my name) Now, System.IO.FileNotFoundException was unhandled Message="Could not find file 'C:\\Documents and Sett ...Show All
Aaron Sulwer Vector2 "is defined in an assembly that is not referenced"
Hi, I removed the beta and installed the release. When compiling an already running project I got the following: Error 1 The type 'Microsoft.Xna.Framework.Vector2' is defined in an assembly that is not referenced. You must add a reference to assembly 'Microsoft.Xna.Framework, Version=1.0.0.0, Culture=neutral, PublicKeyToken=f48fa5f25d27e8ff'. I tried removing and adding the assembly a few times + cleaning the solution etc. Couldn't get it to stop... any ideas Cheers NM, I had a clash with older assemblies. ...Show All
Corrado Cavalli Saving backups, refactoring, & other newb questions
Hi, I have a specific, minor question, and a general, major question. :) First the simple question. Is there any way within GSE to save a backup or earlier version of the file you're modifying, other than simply to "Save As..." I dimly recall that Word has some sort of version-saving feature; does GSE or VS have this I actually find it easier to use Windows Explorer to copy the file to a new folder, but that seems kludgy. Now the bigger question. I'm fairly new to coding, and while I can get things to work, I don't love the style in which my code evolves. I try my best to create classes and objects to do relevant work, and I try to keep methods short and specific. Still, inevitably I seem to end up with one class with ...Show All
shades921 loading compressed files such as zip, rar,pk3, etc
is it a "feature" of the content pipeline or would i need to write a custom load+filesystem routine to uncompress such files pitil wrote: Xbox 360 don't support IO i think but it must be possible to do it other way... Actually, it does. Otherwise it couldn't load any content ProfEclipse wrote: You would need to derive a new ContentManager and override the OpenStream() method and derive a new Stream to read zip/pak files. YourContentManager.OpenStream() method would open the zip/pak file and position it at the specified asset. Your derived Stream class would handle reading the compressed data. Then, when you YourContentManager.Load<SomeContentType>("so ...Show All
dougzhoez The XNA Framework and DirectX
Hi! Do I need to at any time learn DirectX when working with the XNA Framework In other words does the XNA Framework provide everything that DirectX provides, but without writing a single line of DirectX code Thanks, O. It depends on how deeply you are diving in the programming. All of us are really happy without writing any line of the DirectX code (except MS boys). The MS DirectX supplies a set of high-level APIs to access a hardware things. Writing an application used native DirectX in full strength is not a trivial task. The managed DirectX for managed languages (like C#) is a step toward the less painful coding and the XNA framework is just the next step. Because managed languages are relativ ...Show All
