Answer Questions
imdqa DrawIndexedPrimitives parameter naming
Am I the only one who thinks that the parameter names for GraphicsDevice.DrawIndexedPrimitives() are totally confusing, some even misleading Maybe someone could help me clear this up: primitiveType - Clear. What kind of primitives I'd like to draw baseVertex - MSDN states: " offset from the start of the index buffer to the first vertex index ". Is this an offset that is added to each index in my index buffer If so, I think the docs should explain this more explicitely. minVertexIndex - What's this A safety feature so I don't draw vertices out of the current batch numVertices - Clear, but redundant (due to primitiveCount ). How many vertices I want to be drawn. MSDN states: " A number of vertices used during the call ...Show All
SQLirrel Xbox 360 Headset
Hello, i want to know if and when how, i can use the Head set for the Xbox 360 game i am developing. Any help would be greatly appriciated. kcchesnut wrote: i'm interested in this too. the key is if we get access to the actual headset audio stream No, wireless headset (and hence microsophone) is not enabled in this release. That's still a negative at this time. If you'd like to see it in a future version, check the XNA connection and see if it's been suggested. If not, go ahead and file a suggestion. See Michael's post here . i'm interested in this too. the key is if we get access to the actual headset audio stream if so, then we could wire those to commands in the game. granted, i'm pretty sur ...Show All
dgorini Animated Meshes in XNA
Well, I finally did it... I got skeletal animation working in XNA. It's only missing two small pieces now. 1) Blending between multiple bones. 2) Direct manipulation of the bones. I'll be cleaning up the code to try and give some more source code away. Although I don't know how successful I will be due to the fact I had to use my own proprietary format to get all of this working and I don't know how difficult it would be supporting that as well as the mesh code. Plus theres that whole thing about it being obsolete once the content pipeline is released. Visit my blog for some video. http://kukyona.blogspot.com/ Just per vertex for now... thats what I meant by blending by multiple bones, sorry. ...Show All
David Sadler Playing analogue musical instruments via XACT for XNA
When developing a 2D game, in order to keep file size small, is it feasable to create simple waveforms (I have SynthEdit for playing synthetic sounds like triangle, sawtooth, noise generator, etc. just like in the old days of Nintendo) and dynamically play instruments during a game without having to play music with WMA file The reason I'd like to dynamically play instruments in the game is so that loop will be seamless. You can think of it as MIDI (Musical Instrument Digital Interface), except that what you hear in one computer can be heard in another computer. If you've ever heard of Microsoft's DirectMusic, a component part of DirectX (however in a sad note Microsoft had depricated it... :(), you will know what I mean. So can it be po ...Show All
Yulia BoundingBox
Thanks to XNA, my fragile vision of 3D space is completely mangled. This -1 forward thing has really whacked my ability to determine coords in 3D space. I'm making a bounding box for a ray test, and I want my minimum to be (-1, -1, -1) and max to be (1, 1, 1). In MDX 1.0, that would have been fine. Do I have to reverse the z coords for this to work in XNA Yes. The Model.Meshes[].BoundingSphere method is available, and the Ray structure can check for intersection with a BoundingSphere, but if you prefer a BoundingBox, you can cycle through all of the verts to find the minimum and maximum X, Y, and Z values among all the verts and generate your BoundingBox from those values. ...Show All
Mark064 Audio hoax
I was just wondering whether the XNA framework somewhat more than using its internal icky audio engine based on prefabbed XACT packages, like writing PCM data directly to a buffer I'm not very far into game programming as of yet, but to me the use of XACT seems like a superfluous step in the work flow of a creating a game, or just an additional level to a game. Correct if I'm wrong, I've just read the documentation. First of all, wave banks, cues etc. can only be created within the XACT authoring tool, hence no possibility for integration other than using what's created in the tool. Second, apparently no reflection or discovery can be made on XACT packages in your client code to discover cues. Scenario: A level editor in which you ...Show All
Soft-Landing DirectX Texture Tool (PLEASE NEED HELP)
When im trying to lunch this utilitie in directx 9.0 sdk , it says Unable to create Direct3d Device . Please make sure your desktop color depth is 16 or 32 bit. my desktop color is at 32 bit and it still dont work , I really need some help . That should be it. I have the sdk of october from microsoft website is it the full one could someone upload this d3dref9.dll got the same problem Do you have a video card in the machine that supports DX9 manders wrote: DxTex requires the "ref" software device to be installed. Did you install the full DXSDK Make sure you have a "d3dref9.dll" in your ...Show All
AbErCrOmBiE12 Basic projection, view and world matricies?
Is there a tutorial out there about projection, view and world matrices I would like to check them out. Hi Alfons, I posted a response to your request for a basic explanation of why matrices are used in three dimensions on my blog, the post is called The Five Steps to Three Dimensions . This gives you an overview of how you get from a 3D universe full of things, to viewing a scene in the screen coordinates of your monitor, and how matrices play a hand in that. I hope it helps! Daniel I just wandered into this thread, and I'd like to thank Kyle_W for the explanations. All too often tutorials will tell you what to do for the matrices, but don't bother explaining what they're actually for. ...Show All
Joe August How do I work with Windows Forms (using C++) and Directx9??
Hi, I need a help!!! I need a example what show me how to work with windows Forms (using C++) and Directx (9), step-by-step, since declarations until how I create a form and draw inside it a line or other picture, I need a example what make this, if someone can help me..... Tks......... If you want to work with Native DirectX over the managed one, you need the handle that the form was created with. System.Windows.Forms.Form.Handle is the one you want to look up. The other option is to use the managed DirectX API as Dave said, but many people try to support existing engines etc which is why its common to see people use the handles as mentioned above to pass along to their native engines. If you don't care about Native eng ...Show All
ShAdeVampirE Applying shaders to DX7 scene -- any way?
Is there any way to render shaders onto Direct3d 7 objects I realize shaders weren't introduced until DX8. However, I'm stuck with a proprietary DX7 game engine and I cannot access the source. One possible hack would be to render the DX7 scene to a bitmap, apply that bitmap to a DX9 object, apply a shader to it, then bring that bitmap back into the DX7 scene. But I've the feeling that won't achieve the desired shader effect. Is this a viable option, or are there any other options for applying shaders on DX7 objects The only fast way is to do all your effects using DX7 functionality. The FFP can kinda achieve a certain range of full-screen effects. Vertex shaders can be fully emulated with hand-written C++ code that calculates new ...Show All
NastyMatt Anti-Piracy Security
I have this scary feeling that people are going to eventually figure out how to use XNA Game Studio Express to right code that will take advantage of the 360 hardware and allow booting of pirated(non-stamped and signed) games. What steps has MS taken to avoid this And if or when this happens will the "rights" and options open to the amauter devs be limited(Limited library uses or such) I really am looking foward to developing for my beloved 360 but I don't want anyone to ruin the fun. Yes so far (3 months and counting) you can boot burned copies and go on live. Hopefully there will be a patch soon and these fools will at least be kicked of the live network to make it less tempting for the masses. ...Show All
Chris Jiang putting background image in Console applicaiton
I have an application and i want to place an background image to my console application. The image that i want make background image is in the Resources file. Does anybody know how i can do that pls help .... of course. either select the background image on the Form in designer view or programmatically: this.BackgroundImage = Image.FromFile( filename ); how exactly do you mean "movable" objects you mean whilst the application is running to drag the controls, like a button, around the form You are utterly going about it the wrong way. I strongly recommend you read a few game programming tutorials, either for DirectX or XNA. There is no way , as Hans has said, to do ...Show All
SteveKr DirectX performance issues, multithreaded
Hi, I'm writing a DirectX application with two threads: Main thread: Processed Windows messages, renders frames Secondary thread: Runs game engine When my main thread runs without Sleep(milliseconds), I get about 700 - 800 frames per second, but my engine thread does maybe 5 loops per second. When I put Sleep(0) or any other small number into my render thread, the FPS drops to 64 (strange number btw). I am pretty sure I count my FPS correctly (QueryPerformanceTimer & count frames, after one second fps = framesRendered / timeElapsed). My engine thread doesn't do much most of the time and it has Sleep(50) in it. For some reason it doesn't make a difference what sleep time I put into engine thread, I still get about 64 FPS i ...Show All
lord_8 Redistributing XNA executables
I have a question is the result of the Release build folder (bin\Release) sufficient if I want to distribute an XNA appplication to another computer. The folder contains an XNAFramework.dll, but the other computer doesn't have XNA Framework installed. Is there an XNA redist executable What other dll's should I include. I tried as it is, (with only the xnaFramework.dll) but it doesn't seem to work please help I've had a little luck with including the dlls in: < .\Program Files\Microsoft XNA\XNA Game Studio Express\v1.0\References\Windows\x86\ >, namely, Microsoft.Xna.Framework.Design.dll and Microsoft.Xna.Framework.Game.dll and their corresponding .xml files ( Microsoft.Xna.Framework.dl ...Show All
Samuel Nakano Rendering to a Texture?
I tried to do a search but kept getting an error message. I was wondering if anyone had an example on how to render to a texture under XNA. Thx Create the texture with: ResourceUsage = ResourceUsage.RenderTarget SurfaceFormat = myGraphicsComponent.BackBufferFormat ResourcePool = ResourcePool.Default Get the top surface with texture.GetSurfaceLevel(0) Set that as the rendertarget with graphicsDevice.SetRenderTarget(0, surface); Render, and then restore your original backbuffer. I need to know this too. Hi, I was getting the same problem. I found the issue was trying to use non power of 2 texture sizes. If I used a power of 2 size for the dimensions of ...Show All
