Answer Questions
CarlosHouse Combining two effect
Hi, i am trying to render mesh with two effect: the first - simple texturing effect, and second - simple directional light and always get a result of first shader. And when i am rotate camera i get a strange artifacts. May be someone can show me a working render with two effects and mesh up :) up up May be someone can answer It's all about the blending. If you render lights in accumulation mode, then you should first render the Z buffer and the scene ambient lighting with Z writes and testing on. Then turn off Z writes and keep testing at less-than-or-equal, and turn on blendig (src blend ONE ...Show All
alecb Security certificate bug or other file exception
I started writing a simple program to handle avatar movement and a scrolling tile map (planning on having it grow into an RPG style, or at least a stepping stone before leaping into 3D design). I reached a point in the code where I thought it would be nice to show it to a few people I was talking to about it. So I packaged up the project, and a copy of the release compiled exe. The project kept showing a certificate missing error when compiling, but that went away on the other machines by turning off the signing function. The odd thing is that the application shows a file not found exception if you just use the release exe package (I've double checked, there aren't any of my content/image/xml files missing). I get the same error if I try ...Show All
Joseph Ollero Orthographic Perspective/Drawing in 2D
This should be simple, but I'm having trouble getting it to work. I sort of understand matrices. I understand them enough to use projection matrices and I have before, but for some reason I'm unable to get the right orthographic projection. All I want is an orthographic projection matrix that uses the same coordinates as the viewport so that placing a point at (0,0,0) is the top left and (screenWidth, screenHeight, 0) is the bottom right. I've tried two different ones (both orthographic matrix creation methods), but neither yielded proper results. b.effect.View = Matrix.CreateLookAt( new Vector3(   ...Show All
JerryMcR Where is the download?
It is 12:48 pm here (GMT + 1)... in Nuku'alofa (GMT + 13) it is tomorrow... So where the hell is my download link :-D Patience is a virtue Hmmm... the holy grail is here on my desk. Btw... it's "tomorrow" now... It's 4:57 PM here in Adelaide, Australia.. I've been waiting since 2:00 PM for the download and it's still not out! It's just gone Close of Business 30/08/2006 here in Oz. Please Santa, bring it on!!! I imagine when they said the 30th, they probably meant some time during business hours... Then move there and check the Internet. Probably the same place you left the Holy Grail! ...Show All
Orzes lefthand to righthand
hi, im using c# directx and i would like to turn my projection from RH to LH, ive done the obvious bit where i change the view and proj to LH: Matrix .LookAtRH to Matrix .LookAtLH and Matrix .PerspectiveFovRH to Matrix .PerspectiveFovLH ----------------- but now my map is rendered back to front heh, it was quite funny to start with but now its got annoying as im not sure what to also change :( any help would be appreciated All of your z values should by multiplied by -1 to compensate for this. E.g: foreach (Vert in TerrainVerts) { Vert.PosZ = -Vert.PosZ; Vert.NrmZ = -Vert.NrmZ; } Euler rotations need to be changed as well (i.e. if you're doing any)... ...Show All
Henrik G Accessing the VertexBuffer of a ModelMesh
I want to load a model from file into XNA and then warp it and then store those vertices back into the model mesh and use that warped version as the final mesh. Is this possible I've seen information on creating a vertex buffer, storing data in it and then using it for rendering, but not information on creating a vertex buffer and storing it into a ModelMesh or even BETTER, taking a ModelMesh's data and modifying it. That's really what I'm looking to do. If I cannot grab the ModelMesh's data and modify it, I at least need to know how to grab the data and copy it into my own vertex buffer and then if there is a way to store it back in, how I could do that. Is it possible to modify the contents of an existing ModelMesh's Ver ...Show All
Benjamin Coats Publishing
I've noticed that when try the install for a game on any computer but my own, it doesn't work. I had all 3 of the files that it produces on the floppy, but it still didn't work. All of the other computers had the 2.0 service update, but it still didn't work. Do they have to have XNA to Ok, I tried that but it still won't work. Make sure the end users are updating their comptuers with the latest DirectX libraries (december 2006). Chances are, they aren't, so run the file below to double check and install. Unless you have a sub-par graphics card, this should solve the problem. http://www.microsoft.com/downloads/details.aspx displaylang=en&FamilyID=2da43d38-db71-4c1 ...Show All
Jassim Rahma TextureEnabled error
Hello! I have a strange problem: Here is the simple code: foreach ( ModelMesh mesh in this ._islandModel.Meshes) { foreach ( BasicEffect e in mesh.Effects) { e.TextureEnabled = false ; e.LightingEnabled = true ; e.EnableDefaultLighting(); e.World = Matrix .Identity; e.View = this ._camera.View; e.Projection = this ._camera.Projection; } mesh.Draw(); } if property TextureEnabled equal to false all is rendering fine(without texture), but if i switch its value to TRUE i have an error: An unknown error has occurred. The result code was -2147467259. The same problem with VertexColorEnabled property May be someone can help Video-ATI 9250. ...Show All
ChrisMcCabe XNA with other languages
Hello, my name is Brian i am an Indie developer looking into the XNA. My question is, will XNA ever be able to be used with VB.net and will microsoft allow it as a language to be used whilst creating Xbox 360 and Windows games than you. Practice. Make Google your best friend. Stay active in the forums. You won't believe the awesome content out there in the community already. Monitoring these forums is the best way of finding out when new stuff comes out for each of the sites. And there's a lot of very helpful people here. Stick with it, start small and build up your skill sets in incremental chunks so you don't get burned out or frustrated too quickly. Most of all, make sure you're having fun. ...Show All
Luis Esteban Valencia Muñoz Problem with XNA FogMode Enumeration Help
Microsoft.Xna.Framework.Graphics.FogMode Enumeration Usage Help Member name Description Exponent Fog effect intensifies in a linear manner between the start and end points, according to the following formula. X ExponentSquared Fog effect intensifies exponentially with the square of the distance, according to the following formula. X Linear Fog effect intensifies exponentially, according to the following formula. X None No fog effect. If I right-click those pesky red X-boxes and select Show Picture, nothing happens. Is the problem with my system ...Show All
chris_nelson Can't compile 3D code example
I'm having trouble compiling the tuturial code sample for GSE beta 2. The first 3d tutorial code as cut and pasted from microsoft (as modifed by me to reference my namespace) looks like what you see below. When I compile I get that a valid vertex or pixel shader needs to go on the device before it can be drawn, which make sense, except that the tutorial doesn't say how to do this. Can anyone help #region Using Statements using System; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Storage; #endregion namespace WindowsGame2 { /// <summar ...Show All
ZhangZJ XNA tutorial!!! PLEASE!
Hi. Can someone write me a little tutorial that teach me how use XNA Game Studio Express (beta1) I've downloaded it but I don't know how use it. I'm good in C# programming but i've never used Visual C# 2005 Express. How can I use the Spacewar Example with Visual C# Please Help Me!!! See http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=682463 for keyboard with spacewar. What is the Starter Kit in which folder can i find the files of SpaceWar project for Visual C# express I don't know becuase I didn't look into the code that deeply. It is currently programed to use the XBox 360 controller. You will have to modify the code to get it to work with the keyboard. ...Show All
sarashare "Chaos" 3d FPS Game Engine (WiP)
Title: Chaos First Person Shooter Game Engine for XNA Objective: To design and write a first person shooter engine for the XNA that utilizes advanced shaders, shadows, and poly-based collision detection and to meet or exceed the capabilities of the engine used in "Halo" Website: [ here ] Time Frame: 4-5 Months (Expected completion in late April to early May, 2007) Description: The Chaos First Person Shooter Game Engine for the XNA will allow anyone to create high-quality first person shooters that will rival Halo. Chaos will be a library available for both Windows and the XBox 360. The library will include all the basic, and advanced functions of the game, you just need to add in your custom elements and add the content. Chaos will not onl ...Show All
Luis Neves Build for Xbox 360 and Windows in one project
I have created a Visual Studio project template that can be built for either Xbox 360 or Windows, by selecting the correct platform in the VS IDE. There's nothing particularly clever about this, it just uses some of the conditional abilities of MSBuild projects to merge the properties of an Xbox 360 XNA project with a Windows XNA project. There's a slight problem though - the VS Express C# IDE has, by default, disabled the build configuration and platform settings to present a simpler interface to beginners. In order to use this project template you need to re-enable these features and should probably have a reasonable understanding of what they do. This could be the reason that the XNA devs have mentioned that building for both platforms ...Show All
Andreas Asterlund equivalent to progressive mesh
is there something like a progressive mesh supported in xna XNA has no specific support for progressive meshes, but you can express progressive meshes in XNA using sliding window vertex and index buffers (that you construct yourself). any good resources you can recommend Pick one . ...Show All
