Answer Questions
Rockyrud Getting multiple errors back from the effect compiler?
I'm using the effect compiler (specifically the Effect.CompileEffectFromSource method) to compile effects on the fly, and was wondering if anyone knew a trick to getting more than just the first error back. It's kind of annoying to not get them all back at once, but I'm not seeing a way (via CompilerOptions) to have it continue. I'm worried I'll have to build my own yaccer :( And as a sneak peek, here is a screenshot of an early build of the tool I'm writing - it's a minimally invasive drop in shader editor (requires about 4 lines of code in the host project to set up - maybe less if I create a GameComponent wrapper). It will probably go up on CodePlex in a week or two. http://www.hiranipra.com/data/help_attach/ShaderDesigner1.png ...Show All
Doan Duc Long What's difference between Express and Professional?
I've installed the Express edition beta 1, but I have interesting to the Professional edition. I thought the Professional edition should have more classes than Express edition, but I've never seen any documentation to compare the class library of each edition. Could you tell me the differences of them, particularly about class library Or I'd be happy if I could find the reference manual of XNA Game Studio Professional on the net. Thanks, Hayashida Again, beta software. At least wait until the full release to pass judgement. It looks to me like they intentionally removed useful functionality that was in DirectX so they could make you BUY something to write your own games that are more complex ...Show All
Aleks How make a DirectX app runs on Windows Forms (using C++)
Well, i'm making a simple directX application based on my studies on this book Introduction to 3D Game Programing with DirectX 9.0 , the problem it's how i make the scene created runs inside a windows form to be more clear, i'm trying to render my scene inside a form but don't know how call a specific function to do that. Another thing, the code i'm posting here create by itself a window and i know that to runs on windows form i'll need erase thoses line of code, 'cause that i needed know how do that using a windows form. I'm using native C++ language and the code of the program i trying to run is down below. Thanks for any help (i really need do that). xfile.cpp #include "d3dUtility.h" #include <fstream> #include ...Show All
killerbambam C# Brainwrong
How do I do this in C# I have an ArrayList and the following code : levelObject objtest; objtest = ( levelObject )levelObjectList[10]; objtest.matWorld = Matrix .Identity; I want the matWorld of the 10th element of the arraylist to change to identity when I change the objtest.matWorld. I thought objects were references and not value types. Yep, that's why, change it to a class and it should work fine. I didn't even notice that ha. My biggest pet peeve is the dreaded, make me hold down shift and blow my intellisence to bits m_ and _property grrr Don't mean to be picky but you should really use pascal ...Show All
Esp_99 DRAW simple 3D CUBE - InvalidCallExeption
Hi guys, I was able to succesfully complete the 3D Cube tutorial, The build was succesfull,but It throws an Exception at this line: graphics.GraphicsDevice.DrawUserPrimitives< VertexPositionColor > ( PrimitiveType .TriangleList, 12,nonIndexedCube); Does anyone have the complete code and if you guys do could you please copy and paste it.If some one from the XNA Team could please check this Exception I would realy appreciate it. Also i would love to know where to place, the folowing lines of code : VertexPositionColor[] nonIndexedCube = new VertexPositionColor[36]; Vector3 topLeftFront = new Vector3( -1.0f, 1.0f, 1.0f ); Vector3 bottomLeftFront = new Vector3( -1.0f, -1.0f, 1.0f ); Vector3 topRightFront = new Vect ...Show All
Evan Mulawski Splitting a Model into 2 or more Models?
Hi I have been asking in another Forum about the best way to split vertex data in order to combat plane straddling in an octree heirarchy, but now I want to get API specific :) I was wondering if anybody has done this (I admit I havent tried yet I am at work) before I attempt it, I know I will need to iterate over the index buffer data and determine which polys should go in which node when a model straddles an octree plane, the thing I am wondering is if its possible with the current Model to reconstruct 2 new Models from one loaded with the content manager. I am mainly interested in the static geometry that will make up my world, and I want to efficiently cull as much static geometry as possible. Anyway, I am going to try my best ...Show All
daverage GameServices
Hi, could someone please explain simply how to turn a GameComponent that I've written into a GameService that can be accessed by any GameComponent. i.e. What class needs to implement IMyGameService What should it expose How do I go about registering my service with the Game. A link to a thread/article or a new explanation that explains this would be great. I've seen a few half-explanations around, but nothing full. Still, a concise but thorough summary would be the best. Thanks a lot... ICameraService is an interface, not a class. Camera provider implements this interface. The camera class is the class that is being provided to clients, and you can't directly add that as a service since it is not gu ...Show All
RayRay1039 Framerate jumps once per second
I recently noticed a strange behaviour of my application: about once a second I got a jump of my framerate. I investigated the problem and ended up with an empty WindowsGame application. I used the PIX Tool to look at the framerates and durations of every frame. And no matter what I tried the behaviour was always clearly noticeable. About once a second the framerate first dropped for one frame and was significantly higher (above average) in the next frame, like it made up for the lost time in the first frame. The problem is less noticable in full screen and when MultiSampling is set to false. It is also less noticable if the RefreshRate is set to 60 Hz. But it is always there. Is there an explanation for this behaviour I noticed it in one ...Show All
Simon Heffer XNA Framework / Architecture
The XNA Framework resides in the Microsoft.XNA.Framework namespace. It adopts a layered architecture to provide services. There are four layers defined. From lowest to highest these are: Platform Core Framework Extended Framework Games / Application The lower three layers are implemented by Microsoft and the upper layer (Games/Application) is a placeholder layer. What I mean by that is that the Games/Application layer represents the code that you write as part of your game or 3rd party/community reusable components that you use. Looking in to each layer we can see that they each provide a set of classes that wrap up some set of functionality: Platform This is the lowest level layer and repres ...Show All
Dasa How much of a 3D engine will be included in the XNA Framework?
In the DX samples there are the samples framework. Will that be built upon or will there be a separate 3D engine included or downloadable - What I am looking for is some kind of scene graph - Lighting and materials - Shader loader, constant setter etc. I am guessing since Torque are releasing their engine for this we will not see a full featured engine included but will there be an embryo that is more than the DX sample framework Regards Joachim The Beta will consist of the Framework, XNA Game Studio Express (which runs on top of Visual C# Express) and a couple of VS templates to get you started. The most interessting thing will be most likely the included starter kit, which gives you a ...Show All
KSuresh Volume textures!
There is Texture3d, but the content pipeline doesn't support volume textures. That's great! Now the main thing I wanted to do with XNA can't be done because volume textures aren't supported. More and more it feels as if this product should've had one more round in a beta cycle. That or they have to get XNA 1.1 out the door soon! Wonderful API, but it needs some polish. Actually my DDS file is created by a c++ plugin I coded for 3dsmax that does some processing and then writes a dds-file. Anyways. Apparantly the following worked and should be alright since I don't target the xbox 360 (don't own one): Texture3D vol = Texture3D .FromFile( graphics.GraphicsDevice, @"data\volumetexture.dds" ); ...Show All
omp4u Extending the content pipeline for model loading...
Hi, I'm sorry if this has been answered before, I've searched a bit and not really found anything too helpful. My basic question is how do you go about extending the model loading pipeline I found this example in the help files but it did not want to compile: [ContentProcessor] class ScalingModelProcessor : ModelProcessor { public override ModelContent Process( NodeContent input, ContentProcessorContext context) { MeshHelper.TransformScene(input, Matrix.CreateScale(10.0f)); return base.Process(input, context); } } I put this in the spacewar starter game, and got some errors like so: Error 2 The type or namespace name 'ModelProcessor' could not be found (are you missing a using directive or an assembly refer ...Show All
Simple Samples I could use a clearer explanation of 360 garbage collection and performance monitor
I bet others could, too. Are the numbers and timings in this article still accurate http://blogs.msdn.com/netcfteam/archive/2006/12/22/managed-code-performance-on-xbox-360-for-xna-part-2-gc-and-tools.aspx If I understand it, if my game has 100,000 live objects (a live object is any call to new a class that still has a pointer to it, right ), then I can expect a 15 msec hitch every time the GC is run, which if I'm trying to run at 60 will cause a visible stutter. According to the performance monitor, I'm currently facing a 23 msec GC. My game actually seems to be running surprisingly well if that's the case - are the garbage collections done on a different core Is there a number in the performance monitor that tells me how many live object ...Show All
GeorgeMohr mesh.Draw()
My mesh.Draw method is not working when i do the 3D model tutorial. I have not seen anything on this forum about this so sorry if i missed it. I follow the tutorial correctly then it builds but when its time to show on screen it gives me this message: "InvalidOperationException was unhandled" any help would be appreciated Thanks What is your graphics card Does the WIndows Game template run (should give you a light blue screen) Does the SpaceWar windows sample run perhaps if you post some code ...Show All
lipi how to insert gif images in my game scene with directx?
i need to insert a gif picture in my game scene especially when the user is at the main menu of the game so i need it with directx (AS in need 4 speed crabon at loading screens)Please answer me :D ...Show All
