Answer Questions
Rob Ainscough Do render targets have to be the same size as the back buffer?
Hi, I have a render target set up as: screenBuffer = new Texture2D(graphics.GraphicsDevice, 1280, 720, 1, ResourceUsage.RenderTarget, SurfaceFormat.Color, ResourcePool.Default); When the back buffer is set to 1280,720 (the same size as the render target) the code below works and the screen displays a blue background as expected. //Set device to render target graphics.GraphicsDevice.SetRenderTarget(0, screenBuffer.GetSurfaceLevel(0)); graphics.GraphicsDevice.Clear(Color.Blue); //Set the render target to the back buffer graphics.GraphicsDevice.SetRenderTarget(0, graphics.GraphicsDevice.GetBackBuffer(0, 0)); graphics.GraphicsDevice.Clear(Color.Gray); //copy the (scaled) screen buff ...Show All
PedroSimao .X features supported in XNA?
Hi, I'm currently working on a .x exporter for XSI with shader support. However I have some questions regarding exactly what features are supported in XNA. Setting the technique in the .x file does not seem to work: EffectParamDWord { "technique"; 3; } XNA always renders using the first technique in the shader, unless you manually set it with Effect.CurrentTechnique :( Also what part and version of DXSAS is supported It would be nice if semantics used in e.g. FxComposer just worked with XNA, e.g things like: float4x4 WorldIT : WorldInverseTranspose; float4x4 WorldViewProj : WorldViewProjection; float4x4 World : World ; float4x4 ViewI : ViewInverse ; Or do you have to manually parse all effect param ...Show All
kedar_vj Relative mouse pos
Mouse.GetState(); Returns absolute position, for x, y and mouse wheel. That is cool But also it should return relative position like DX and DY and DWheel. Like DirectInput does. Why only absolute value Then I have to calculate the relative position myself (relativePosition = oldPosition + newPosition). If the mouse cursor already is at X=0, then my game code won't respond to the mouse when dragging it to the left. (relativePosition = 0 + 0) = (relativePosition = 0). How do you want us to solve this I think this one needs to fixed if you want us to create games that uses the mouse for input! Why Mr. Walker Thanks for the improvements fo ...Show All
Justin Tang Freelook camera game component
I've been asked to give a talk on XNA for my local game development community at a gaming expo and because I've only got about 20 minutes to "do my thing" I've decided to duplicate Mitch Walker's talk on XNA Game Components . Because there's only the video I've had to create my own components which I'd like to share with all of you. You can download it from my blog and it contains the grid component and a free-look camera using the gamepad (you can also read about it in this post ). I hope somebody finds it useful because I really strived to have a simple yet effect camera without using my own shader. ...Show All
kirupa Error Trying To Load MechCommander2 Build Prog Into Ms Visual Studio
Hi! When I Try To Load It In I Get This Message "D:\MechCommander2 Source\BuildProj\MechCommander2.xnaproj (5662,): error MSB3073: The command "dodate.exe "D:\MechCommander2 Source\\Source\code\version.h"" exited with code 9009." Can Anyone Help Me With This I Tryed That, Didn't Work, Im Going To Try To Re-Install Try right clicking your MechCommander 2 directory and clearing the read only flag on the entire thing. Are you running on Windows Vista Fresh install of Visual studio and reinstallation of XNA build fixed this for me. ...Show All
Amir_S windows and xbox 360 / xbox live vision
i have a question about the xna game studio. if i was to write a simple game like pong or tetris for the current build on windows xp, will that run straight on the 360 when the dev kit comes out also i heard early 2007. will that be january or so another question is will we have access to the xbox live vision library to make games with motion sensing thanks 1. Little is currently public about how the xbox 360 deployment will work or what will/will not run. All we know is that the XNA namespaces are there and to assume compact framework functionality without winforms, web stuff, networking and some parts of reflection. 2. MS are still saying holiday 2006 3. No support for any video ...Show All
james_cline_ Poser Model
I exported a model (V3) from Poser as both a DXF and 3DS file, ran these files through the Autodesk converter to make FBX files and loaded both of these my XNA Game Studio Express program. The FBX model from the DXF file yielded a big red square. The FBX model from the 3DS file yielded just the tummy of V3. Any suggestions as to the proper settings for the conversion of DXF and 3DS file to yield useable FBX models Thanks for any insight. Cheers, Scott P.S. Yes, V3 was clothed. Maybe that's the problem Thanks, Gonzo! I tried the Poser Second Life figure and the 3DS seemed to move from Poser to XNA OK except that it came with its ground plane. The DXF came into XNA via .fbx as a big red squa ...Show All
Saurabh Agrawal Problems opening new project
Hi all, just downloaded XNA beta. I keep getting an error when trying to create a new project. It doesn't matter if I choose empty project, windows game or spacewar, I keep getting this error (translated from the dutch error message): the syntaxis of the filename, foldername or volumename is incorrect. (Exception from HResult: 0x8007007B) Any ideas I checked my folder settings, but they seem to be in order (existing folders...). Kind of a bummer, since I can't do anything until I get this fixed. thnx in advance that's right. Hi, just found the answer to my own question: this is a known problem using C#. Has to do with directorynames containing an amper ...Show All
Pascal Mignot Simple Game
I can't wait until tomorrow. I have a idea for a hope a simple game which I believe could be a really addictive live game. I know I can't do multiplayer so I'll will be working on the single player game. I have no programming experience shock horror. So here it is. Im assuming this is going to be 'click and play' and then program something like Gamemaker. Will it be easy to swap a characters charistics ie basically swapping from one type of thing into another. I don't want to give too much away! I really do think this could not be acually ground breaker but really addictive. There isn't another game of its type out at the moment. I dreamt about it last night :) The Pro version of Game Studi ...Show All
pmanisekaran Converting images to Pipeline without XNA Game Studio?
Is there a tool available to convert / view XNA Pipeline files Reason being, is that the person doing the art would generally want to try changes images etc.. without having to have Express installed etc... IIRC, the content is not converted until the build process, so someone can look at and edit the images, etc. with whatever tool usually is used. I'm probably beating him to the punch but Shawn Hargreaves wrote a wonderful blog piece about just this idea last night. Basically, there is an MSBUILD task to convert images to the XNB format. Therefore, you could write a converter or content builder to provide a GUID for your content developers or you could just have them monkey with XML MSBUILD File ...Show All
dgolds Tile Engine Tutorial - New Resource Site
We have just lauched a new website that contains a bunch of resources relating to XNA / GSE development... http://www.xnaresources.com Our first tutorial is also up... It covers creating a basic tile engine using GSE/XNA! This is the first tutorial in a series on creating a full fledged tile engine! We also have several links in our link database and a main blog on our home page... if anyone has any resources they would like added to the site drop us a line and we will get them posted right away! In Firefox atleast, the code is white on a light gray background, it's making it pretty hard to read :( I just fixed that! For some reason FireFox is not recognizing the color atribute of the <p ...Show All
B Letts ContentPipeline logging/debugging
XNA Brains; I created some code that converts a BSP file into an XNA-renderable map file. It was on the xbox360homebrew.com site. I had everything working in the code, and then I decided to port it over to the ContentPipeline. (I'm liking the pipeline more and more now). Long story short, I've run into a few nasty bugs introduced while trying to improve my code. I've found debugging to be a real pain because the only way I can simulate the entire Content Pipeline experience is to let GSE/XNA do the building of some actual content. I can eventually solve my bugs, but my real questions are: 1. What is the best way to debug custom Content Pipeline importers/processers/writers I am already using the three-project setup (One assembly o ...Show All
error1408 GameComponent comprised of other GameComponents
Hello all. I've been poking around with XNA to build a game. One thing that I wish I could do is use the design-time experience to build a GameComponent comprised of other GameComponents. I know I can do this programatically in the meantime, but it would be really cool if the design time experience for a GameComponent itself was just like a Game object so you could use composition when building GameComponents (so they really _are_ like building blocks). I wanted to do a "sanity check" here to make sure I'm not missing anything before posting a suggestion on the connect site. Thanks all! Not a problem Mitch! I can just embed my own GameComponentCollection in my GameComponent to build it ...Show All
tronix Rendering inside out
I'm trying to figure out how to render a skysphere, and my understanding is that you essentially create a sphere and render it inside out.That way, the camera can be in the center of the sphere, and the sphere's texture shows up on the inside. I'm sure there is a way to do this, but I haven't found it as yet. Is this something a shader would do If so, where is a good resource for HLSL I haven't a clue how to use that. Thanks! I have another solution for you. Setting culling to ccw is an option, but you can also invert the definition order of your vertices from cw to ccw! This can be done automatically for you using a nifty tool created by Rene Jeschke, and which you can download from my download page.&nbs ...Show All
sontek Unique Vertex Coloring with Shared Vertices?
Hi there, I am trying to apply a unique vertex color, relative to a specific triangle, when that vertex is shared amongst many triangles. I am using the DrawIndexPrimitives method with a primitive type of TriangleList so that I don't have to duplicate a great deal of vertices. I know how to get the result using the DrawUserPrimitives method, but then I would have to duplicate the vertex position data. How would I go about getting this result and still not duplicate the vertex position data Thanks in advance For a single instance, the answer is no. All streams must have the same number of vertices in them, so if you have 4 colors in a stream then you must have 4 positions as well, because indexing h ...Show All
