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dragoncells XNA GSE B2 Tutorial 1 Texture problem
Hi, I am new to XNA, just saw the posts about "Beta 2" and have started to dig in. I started on the tutorials in the help file in "Getting Started -> Going Beyond" and found an issue with Tutorial #1. (This may be an old issue, but I could find no posts on the topic.) The spaceship texture is never loaded onto the ship. In steps 1 and 2 we get the model and the texture and load them into a content folder. Then, in step 3 we load the model (but never the texture). Then, toward the bottom, we see a screenshot of the program output and the spaceship has a texture on it. Can someone please tell me how to skin a texture onto a 3d object When I complete the tutorial I have a black ship with no texture. Thanks. ...Show All
saddy Creators Club Benefits
"Both subscriptions provide aspiring game developers with access to thousands of game assets from Microsoft and key partners such as Turbo Squid Inc., as well as white papers, specialized starter kits, samples and technical product support to help turn Your World, Your Game into a reality." Am I missing something here Where can I get access to these 'specialized starter kits' and 'samples' Have I been deceived into buying this subscription If so, is there some way I can get my money back Maybe I'm missing something... Here are some more discussion/promises in a previous thread if you are interested: http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=1112030&Si ...Show All
AlexBB Why Can't Use Swap Chain in Full Screen Mode
When it calls CreateAdditionalSwapChain in Full Screen Mode, it's failed, while it works ok in window mode. This is probably because the D3DPRESENT_PARAMETERS you're using contains invalid values for full screen swap chains like: - back buffer format - width and height - swap effect ... Consider using DirectX debug runtime during your development cycle. This will certainly point the problem out. http://msdn.microsoft.com/library/en-us/directx9_c/Multihead.asp Directly from the DirectX documentation: "Note that any given device can support only one full-screen swap chain." (See IDirect3DDevice9::CreateAdditionalSwapChain ) Are there tow swap ...Show All
jw700 No news about XNA 2?
It has been a long time (feeling instead of real time) since XNA 1 released. I've been waiting for news about the next big thing. But it seems it's rather quite; no early info is out. What will be the next exciting things I can only guess... 1) Maybe it's an XNA Game Studio Professional which works with VS Pro version. But I'd rather like an XNA SDK to work with any IDE. 2) Maybe it's great enhancement to the framework. Many more D3DX stuff come into XNA, lifting XNA to the same level as MDX/native DX in functionality. Hmm...I hope the functionalities are not dropped just because they're not supported on XBox. Mitch Walker - MSFT wrote: Jim Perry wrote: March ...Show All
PaulSw Custom Model Class and Content Pipeline
Today I started an experiment aimed at creating my own model classes. My eventual goal is to store mesh data that doesn't fit nicely into the standard Model class. Although my goal isn't to recreate the Model class (rather, its to create a different kind of model), for the first stage in my experiment that's sort of what I did. In any case, there's been enough questions about the ContentPipeline that I thought I'd make it available to the community. The code that I wrote for it can be considered public domain (I'm not attached to it), but the content files are from the SpaceWar app, so you'll have to consult XNA's documentation for the rights to those files (hopefully, MS won't mind me posting them as part of this example =p). The follo ...Show All
eddy2705 How can i obtain extra information from a File using Content importer?
How can i obtain extra information from a File using Content importer Now i already have made a content importer for my ownfile format, that is ok because i se the importer to extract the texture Infromation from my file... But the problem Is that i have very valuable information in my file format in addition to the texture infromation, This is the code that i use to import the texture content from my files (jki Files): /// <summary> /// Importador de archivos JKI al XNA Content pipeline /// </summary> [ ContentImporter ( ".jki" , DisplayName = "Imagen De Multiples Frames JKI" , DefaultProcessor = "Procesador para arc ...Show All
Mallioch Rotating sprites center
I'm new to directx programming and i'm writing a simple program to help me learn. I'm using sprites and i'm trying to rotate the texture based on its current heading (the sprite is moving around). Now when i try to rotate it using a matrix, it seems the matrix is too big. My texture is only 32x32, and when i do the transformation, leaving the rotation center as NULL should set it to be the top left, according to what i've read. However, after experimenting because it didnt work, I found that if i set the center to be close to the window's center, or some larger center, it seems to fix it a bit. So it seems to me that the matrix is too big for my texture. I don't know if there is any way to set the size of it If you would like code I can ...Show All
Yones Memory Leak?
Heya, I've been working on this 2d game for about a month and a half. A space shooter with a ton of animations. But thats not the problem the problem is recently as the amount of Images has increased I've noticed that the memory usage never stops going up as the game progresses. I know there is some kind of flaw or redundancy in the way i store textures now since the release of beta2 and the content manager. However What would cause memory to keep adding up until the game begins to stutter The structure for storing textures was done before the content manager so it is just a Dictionary class that loads and gets textures loaded via the content manager. The UnloadGraphicsContent method in the game unloads the content mana ...Show All
Farrel Components Advantage
Is there any real advantage to creating a class as a component Say I have a camera class - Is there any reason to base it off of Component Thanks, thats a good point. Cleared up the whole thing for me. If you base it from Component, then you can drag and drop it if you're using the visual designer. Whoop de do. The component model included with Xna is not a substitute for an actual scene graph, and the developers don't intend it as such. You have to write your own scene graph classes if you want modular and reusable graphics components and if you do that then it makes perfect sense for your camera class to be descended from your scene graph base node. I thi ...Show All
Vince P When will the Content Pipeline be released?
Can any XNA insider tell me the date the content pipeline released or when will the next version XNA GSE be released I think the Microsoft XNA Team is working hard on the next release of XNA GSE. The beta release of XNA really gives me a chance to learning thing from base. I agree, I'm starting to think I should ditch XNA until it comes along, because it means writing lots of sloppy code to get decent animated models in, and potentially a lot of refactoring :( I just don't see them doing another beta between now and christmas, and given the integration with GSE, I'm not sure they could easily release it standalone :( ...Show All
hrp313 Shader Newbie question - Jagged (sharp) edges
I'm working on a custom shader for a game and I'm really happy with the results except the edges of my object when drawn are jagged, and I was wondering about the best (preferred)way to antialias or smooth them out. Do I need to write a postprocessing shader or is there a way to do this in the vertex or pixel shader Thanks, Bill Shawn, Thanks for the input. Is this just a matter of setting PreferMultiSampling to true Bill Hardware multisampling will generally give you much better performance than trying to fake this yourself by rendering to a texture and then manually shrinking it down. GPU's (and especially Xbox) have all sorts of crazy silicon dedicated to making multisampling fast. Thanks, I thin ...Show All
GeorgeBush C++ and C#
Hey sorry if Im asking a dumb qeustion: What is the differens between C++ and C# Im thinking about start working on a game but I dont know if I can learn C#. Ok Im going to try it at least! If you can code in C++, you can code in C#, it takes a little getting use to but the Visual Studio IDE helps a lot as does the sample code. C# is a language created by microsoft for use with the .NET Framework. It's a lot more easier to manage, and still pretty powerful. C++ and C# follow a lot of the same syntax rules, but C# is strictly object oriented. C# is more like a mix of java and c++. With C++, you have much more direct access to the system, but more of a chance of shooting yourself ...Show All
Sajal Mahajan .. Tridex VB.NET ##UPDATE 14# XNA .... Hi a strong reminder for XNA developers ....
Hi, A warning for all do not forget your state blocks or you can get some serious rendering issses so this is what you need before you render!!!! its a real must even with directx!!!! Dim Tempstate As New StateBlock( Me .Device.GraphicsDevice, StateBlockType.All) Tempstate.Capture() 'do your render/passes e.t.c here 'the bottom lines reapply original settings Tempstate.Apply() Tempstate.Dispose() Hey Tridex, If you are posting code snippets for people, please make sure to mark your post as a comment and not a question. Thank you! ...Show All
jchau have a look at my 3d game in progress
typeAttack, a 3d typing game. sceenshots: http://hometown.aol.com/JSkunk/jpg/typeAttack01.jpg http://hometown.aol.com/JSkunk/jpg/typeAttack02.jpg http://hometown.aol.com/JSkunk/jpg/typeAttack03.jpg no source, yet... but the game is here: http://briefcase.yahoo.com/jskunk@sbcglobal.net then in the game/TypeAttack.zip some info: I'm using fbx files(included in zip) for my models, skeletons, and animations. I still need to replace my temp cities with the real ones I finally just started on. Also there is some more art and sound effects to be added(over using the voice overs now as that is all I've added so far), as well as the type attack theme song(its good to have friends in a band). And I need to do some more work on the wpm counter ...Show All
Zero_ Rants on XNA 1.0
This is my first reaction when I installed and tried the 1.0 of XNA. To summarize my feeling: it's still 95% for XBox and no nearer to replace the old MDX 1.0. So I decided not to migrate from MDX to XNA though I want to do that very much. I feel like MDX 2 more; amen to MDX 2. The hardest issue for me is the content pipeline, which is very necessary, but the workflow is fixed and it assumes the contents are only built before the program runs. The helper functions wrapping D3DX can only be used with types in the content pipeline. I have to utilize the full content pipeline just for generating something dynamically, of course with significant performance cost. Or I have to write those D3DX utilities my self. Currently I don't have a good id ...Show All
