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yousaid AccessViolationException when resetting effects
When I run the following code, and subsequently use it, it works fine. However, when I run it in full screen, minimize, then try to reset the device and effect, it will either give me an AccessViolationException or a NullReferenceException in effect.CurrentTechnique. What am i doing wrong Here is the relevant part of the code. void graphics_DeviceCreated(object sender, EventArgs e) { LoadResources(); LoadEffect(); } void graphics_DeviceDisposing(object sender, EventArgs e) { if (!effect.IsDisposed) { effect.Dispose(); } } void GraphicsDevice_DeviceReset(object sender, EventArgs e) { view = Matrix.CreateLookAt(new Vector3(0, 15, -15), new Vector3(), new Vec ...Show All
Shadowsfury Any other way to buy an XNA subscription?
For some reason or another my Xbox isn't accepting my credit card info (I think it may be due to the form not having an "Address line 2" field and I live in an apartment, I've checked and doublehecked all the info and the account has an ample amount of money in it), so is there any other way for me to get an XNA Creators Club subscription I tried looking to see if I could add my credit card info via Windows Live, but that didn't work out. About 60% of the reason I got this thing is because I could write programs for it, if anyone knows how to help me out I'd really appreciate it. Thanks, Johnny I'm not 100% sure but you may be able to add a credit card by going to http://billing.microsoft.com I ...Show All
Alexander Petukhov Has anyone been able to run an XNA Game?
I've seen many people sharing code and talking about Space Wars but no one really talking about running XNA Games. I do however see many people having problems running an XNA Game. People like me, have everything needed to run the game, a high Graphics card, and yet the game will not run. Those of you that are running games, do you know why I think found a higher graphics card that supports Shader Model 3.0.....after that, I'm set I'm not sure I found a card but I think if I go somewhere like BestBuy, you think they can advise me on a card to get I can't say with 100% certainty what your problem is, but I can tell you that I had a similar issue on my laptop, and it was ...Show All
Mr Geoff Musician: Looking for a project/s to work on.
Hello, Wasn't sure if this forum was the correct place to post, but I thought it wouldn't hurt to try. Anyway, I am an avid gamer who also loves to make music. I am looking to 'pimp' myself to potential XNA game projects in need of a musician. I've had a little bit of experience: Music for Battlefield 1942 mod - Battlegroup42 (menu and level loading music). Music for Tribes Vengeance Trailer - this was a competition I won. Here are links to them musical pieces mentioned above, and a link to my electronic music band's website which features lots of tracks. BG42 menu music 1 Tribes Vengeance trailer music An orchestral piece and my band's website where you can find lots of ...Show All
MMCompton filters not displaying right
In the code below the lower switch case runs first and looks great. The second time through the code the upper switch case runs and that also looks great. Now the problem, the second and as many times through the image case the filters don't seem to work right. It appears as if the filter plays then the picture get repainted. I have spent a week working on this problem and my brains are about mush. Is there something I am missing When the lower case statement gets called again it works fine and then the first call to the image case works but not the next n calls. var jj = j; //Make jj local and it will not change for this loop switch (frameData[0].AdType[jj]){ case "image": case "iTextMessage": v ...Show All
vzzvzz Write your own SpriteBatch 101 (long:code included)
People keep asking "why doesn't SpriteBatch do X ". I keep saying "write your own". Well I decided to just write one for you, so people can see how it's done. The SpriteBatch class I wrote performs about 50% faster than the XNA SpriteBatch when all Draw calls are using the same texture. (Best case scenario, but you SHOULD put all your sprites in one or few textures for performance anyways.) On my card, I get about 188 fps with 1000 sprites with MySpriteBatch, and about 124 fps with 1000 Sprites using xna SpriteBatch. MySpriteBatch also supports, or could easily support: Using your own effect file. (2 parameters, viewProjection, and diffuseTexture) Using 3d vertices if you want. (just add the Draw method for it) World, View, Projectio ...Show All
Jupiter13 GameFest information
Hi I attended the XNA talks at GameFest. I was wondering... How much of the information provided about XNA can be talked about here thanks! Just a quick update to let you know these may be available as soon as the end of this week. Just thought you might like to know! We would be happy to hear about any XNA demos you saw. Michael Klucher - MSFT wrote: P.S. For other people who did not attend please note we will be getting slides and audio of the presentations online as soon as we can. Waiting anxiously for this. The clips I saw and heard merely whetted my appetite. I have noticed that on at least one of the slide shows, the one about HDR (High Dynamic Range) Ren ...Show All
Worf Best way to extract vertex/index data from Model loaded via Content pipeline
I have a mesh loaded via the content pipeline, and want to extract all the vertex/index data from it to build a physics mesh for collision. However if i try to GetData on the VB (not tried with the IB yet), I get an exception of: "You cannot call GetData on a resource that was created with ResourceUsage.WriteOnly." So is there a way to either clone the data into a non-Write-only VB so i can extract it Or some way of loading the Model in a non-writeonly way N I'm traversing the NodeContent tree but somehow the order of the vertices (or the order of the indices) are messed up; all the counts are matching up, but indices creates "crossed" quads etc. Have i misunderstood how PositionIndices works Is there any ...Show All
PDav GetCue - Duplicates Sound Buffer?
Hi all, I've been checking out XACT/XNA a bit recently but wasn't going to commit to it just yet on my current project. That is until I just ran into a huge issue - I'm using Managed DirectSound in C# but don't see an equivalent to the C++ IDirectSound8::DuplicateSoundBuffer() function. I need to be able to load wave data once and play the same data into the primary mixer multiple times which simply doesn't seem possible in Managed DirectSound. So my question is - when you call GetCue and play it, can you do this multiple times for the same cue and play it simultaneously multiple times Or does calling GetCue for a specific cue name always return the same object like a singleton If I call GetCue and then Play twice sequentially on the sa ...Show All
Fahad349 Problems with DirectX 9 and Forms(VS2003 + C++).
Hi,I’ve some asks for u: How do I to work with Directx in VS2003 and C++ The examples what I looking dont use Forms, the windows are manually created, I’ve the window and inside it, I’ve a groupbox, I need show this animation inside the groupbox, follow the animation’s code, now, How do I to draw this example inside groupbox (working with Forms) and using C++, watch librarys have I include to work right Thanks and so sorry the poor english, because I’m brazilian and i dont speak english frequently. D3DUtility.h -------------------------------------------------------------------------------------------------------------------------------- #ifndef __d3dUtilityH__ #define __d3dUtilityH__ #include <d3dx9.h> #i ...Show All
rrowe007 Game Object Usage Guidelines
My questions revolve around some of the XNA Game objects. For instance, what is a DrawableGameComponent used for or at least what is its envisioned usage Same with a GameComponent Why use these classes as apposed to coding items in the Game object's Update/Draw methods The SpriteBatch object renders a batch of Sprites. I remember seeing an example of background and foreground SpriteBatch objects. Is that what this object was envisioned for, rendering layers of Sprites Can a DrawableGameComponent create a local SpriteBatch object to render sprites Is this just programming preference How do these objects "automatically" tie into the Game/Serivices objects How coupled should the GameComponents be to the game object I ...Show All
elainel311 Error when trying to install XNA Build
After I downloaded the XNA Build March 2006 CTP, I was brought to a page that showed me how to setup Microsoft Visual Studio 2005 Premier Partner Edition. I successfully installed Microsoft Windows Installer 3.1, Miscrosoft XML 6.0, and Microsof .NET Framework 2.0. After I did that I downloaded Vs_Setup.msi. I double clicked it and there was no visual activity on my computer. About a minute later a message came up that said, "Error 1311.Source File not found : C:\Documents and Settings\(My Name)\My Documents\_1519_RTL_x86_enu_VSCC_Help_Collection.cab. Verify that the file exists and that you can access it. The file did not exist and I could not access it. I have retried installing many times but the same thing happens. Help apprecia ...Show All
dewclaw question on classes in XNA
ok...this is a very basic question, but stopping me from doing anything useful. I'm trying to create a basic "Sprite" class, but the telesense doesn't even recognize the class object I am creating. Are classes somehow shut off in XNA or am I missing something simple here This code below makes C# angry Sprite mySprite; mySprite = new Sprite(); mySprite.x = 5; Put it in a namespace namespace YOURPROJECTNAME{ class Sprite { ..... } } If you did "add class" from the project it should create this for you. Yeah, I used the "add class" feature, and even tried copying the Sprite code listed above to see if it would ...Show All
Prashweenet Object implementation
Since I already have a 3D background(Lightwave, Maya, ETC), will importing the object be relatively easy through the framework I just read that Autodesk has had a hand in the XNA Framework, which means I am hoping that an .fbx file should be recongnizable right off the bat. That would make things much much easier. Or do the developers have to create our own code to try and figure out how to display the object on screen Thank you From http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=657613&SiteID=1 : Yes, .fbx is supported out of the box. ...Show All
MartinHN Broken Link in Documentation: Load Resources
The " How to: Load Resources ." link in the XNA help menu is broken. Does anyone have any instructions on how to do this This may be a missing topic that was not meant to be included in the beta, please feel free to file a bug on it through Microsoft Connect. Thanks! ...Show All
