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Software Development Network >> Game Technologies

Game Technologies

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Windowed Graphics Scaled?
Game Physics
Vertex Buffer Hardware Instancing?
Blender .X files and XNA compatibility
Material vs Shader
joystick
How do I sign up for XNA Creators Club
how to use getcursorpos()? any example?
The thread 0xf900000c has exited with code 0 (0x0)
Need help - disappearing lines and solids!

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  • OlegGo Magenta sprite color comes up transparent?

    This seems to be a new behavior in Beta 2, is it a feature or a bug When I draw a sprite with SpriteBlendMode .AlphaBlend that contans the color (255, 0, 255) that color shows up as transparent. Is this to allow an easier way to create transparent regions in your sprites Bill Magenta is often used as a key or mask colour so it seems likely that something is keying your texture - I'd suspect the SpriteTextureProcessor in the content pipeline. Use a different texture processor or change the colour slightly. Cheers, Leaf. That implies that we can't use the default texture processor if we want sprites that have non-transparent magenta. You are kidding me There is a hard cod ...Show All

  • AlexTheOne Shader states, etc? (HLSL effects not working right)

    I'd like to call upon all the shader gurus here for some help :) I've been experimenting with writing some of my own effects, meaning I'm a HLSL newbie, and have been using NVIDIA's FX Composer to do my work. After producing a cool (albeit simple) effect, I decided to try using it in my little model viewer. The problem is that the way it shows up through XNA is different than the way it shows up in FX Composer, and I can't figure out why. You can find the code to my effect here: http://www.hiranipra.com/data/help_attach/gb1_shader.txt - it's just fairly simple environment mapping-ish stuff. A screenshot of what it looks like in FX Composer: http://www.hiranipra.com/data/help_attach/FxComposer1.jpg - it's hard to tell, but the ...Show All

  • Mark 2334 Translating an old Bitmap...

    This actually sounds fairly easy to do but, I'm not exactly sure how I would do it in windows or XNA. The basic thing is this, I have these series of Bitmap's that are 24 bit based. No Alpha channel information. (Or at least no useful Alpha Channel info) But, for some of the files, the color 0xFF00FF was used as the 'transparency' color. I would like to translate this information somehow so that the color 0xFF00FF gets translated to 0x000000 but with full transparency. While leaving all other colors alone. I bet their's even some paint programs that can do this for me, but Lord if I now about them or what they call the feature. Any ideas Tony Well I got to say i really didn't expect that but sure enou ...Show All

  • Nitin Sharma22 Problems with GraphicsDevice.ResolveRenderTarget

    Hi, i have a little problem with rendering my terrain. It runs with about 400 Frames. Now i want to add water to my terrain and I want to render the terrain to a texture using RenderTarget2D. All works fine an render the terrain to texture runs with about 300 frames per seconde, but if I copy the rendertarget to a texture using GraphicsDevice.ResolveRenderTarget, i have only 2 frames per seconde. Does anybody, how to resolve this Can you post exactly how your doing it so we have a clue Here is the code: // Initializiation reflMap = new RenderTarget2D(GraphicsDevice, 512, 512, 0, SurfaceFormat.Color); public override void Draw(GameTime gameTime) { GraphicsDevice.SetRenderTarget(0, reflMap); Gra ...Show All

  • bootyman531 Camera woes

    Hi all. I'm having trouble with my camera class. All is well (walking, elevating, strafing) until I pitch up a bit and start yawing. What happens is, as I'm yawing, the camera seems to be rolling in the direction of the yaw on its own. This only happens when I have my camera type set to FPS, where I'm trying to limit to yawing on the world Y axis. The FREE type works as intended and yaws on it's own local Y (Up) axis. Any ideas Before: http://img435.imageshack.us/img435/2787/ss1ja1.jpg After pitching about 35 degrees up and then yawing to the left several times around: http://img282.imageshack.us/img282/4946/ss2aq7.jpg I pasted my Yaw, Pitch, and BuildView methods below. Yaw public void Yaw( float angle, ...Show All

  • Nikola Atanasov Making the mouse visible

    I am trying to make my mouse visible, and I tried doing what it says to do in the Faq. However, when I try to do "Game.IsMouseVisible = true;" it gives me the error "An Object Reference is required for the nonstatic field, method, or property 'Microsoft.Xna.Framework.Game.IsMouseVisible.Get'. What do I have to do to display the mouse Try put the this .IsMouseVisible = true ; inside the protected override void Initialize() { this .IsMouseVisible = true ; } Yes that works, thanks. Now, can you explain to me why Does "this" basically point to the game class or something "this&q ...Show All

  • Ofir Epstein Lock texture level and write data to stream

    Hi, Is it possible to lock a texture at a certain level and then write its data out to a BinaryWriter Thanks for any help, -Dave Nothings failing yet, im trying to figure out how i can take the raw RGBA data from a graphics stream and write it using the BinaryWriter. Yes. Basically lock the texture, read the data from the GraphicsStream and write it to your BinaryWriter. A 256x256 DXT1 with no mipmaps is 32768 bytes only. 2147483647 is 0x7FFFFFFF which is obviously not a valid length for such a 3D texture. Are you sure that all your textures are properly read/created Excellent i see what you mean now. I have been working on it and when i try and w ...Show All

  • Bobby110uk SimpleMesh game component and x2swm

    I've uploaded a SimpleMesh game component to use on conjunction with x2swm. Instructions are here: http://astaroth.beatbuggy.net:8080/Images/XNAMagic/SimpleMesh_GameComponent_rm.jpg Download it here: http://astaroth.beatbuggy.net:8080/Downloads/SimpleMesh_GameComponent.zip Instructions: 1) Add the game component to your project. 2) Drag the component onto your game designer. 3) Set the mesh path and mesh name. (i.e media\\ , Dwarf.swm) 4) Put the DrawComponents() call in whichever effect pass you wish. This works for n swm batches. It will continue to work if the texture is missing. Here is the latest x2swm: http://astaroth.beatbuggy.net:8080/Downloads/x2swm_1_0_0_3.zip Ah ok, are you not si ...Show All

  • Maaloul Why SetData?

    This is actually mostly just a question for a MSFT; I figured I'd post here first, rather than file a suggestion since I'm sure there's something I'm missing. I'm just having difficulty understanding the choice to use SetData in such a way that it requires the creation of a temporary array. Was there a particular reason why using a delegate to fill it in-place would not suffice Or failing that, what was wrong with locks If they were too complex for some, then why not provide both Shawn Hargreaves wrote: I haven't timed this, but my intuition is that calling through a delegate would be much slower than copying an array. Delegate calls are pretty slow compared to a simple memory copy operatio ...Show All

  • Josh Smith Texture Filtering Problem

    I have just recently converted my MDX project over to XNA, now I have slowly ironed out most of my problems but one that remains is the texture quality. My game looks the same as the old MDX one does when mip filtering is not enabled. Is there anything special in XNA that would stop the mip filtering from working or any kind of problem that would cause a similar look on the textures. It's like something is overriding the setting, but I cant figure out what it is. Thank you very much Leaf, you cleared my problem up perfectly. I didn't really understand the mipmap number in that parameter list before you explained it. I thought you actually specify the number of mipmaps for it to create. I set it to zero w ...Show All

  • Old Jeffrey Zhao 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 "Note that any given device can support only one full-screen swap chain." means that you cannot have more than one full screen swap chain for a single device. Is that your case If not, consider my previous answer again. Are the ...Show All

  • Taurkon XNA framework for non C#

    One of the great advantages of the .NET framework is that developers can work on the same project in different programming languages. As I'm reading about XNA, it seems that this will not be possible with the XNA framework. Will the only programming language that has access to the XNA framework be C# It should probably include support for VB.net as well at a minimum. Alot of web programers use VB.net, as well there is that crowd of former VB6 programmers who made the jump to vb.net. Why should they be excluded aka_Big_Wurm wrote: The performance hit is from C++ to C# or C++ to VB. VB runs CRL just like C# so the performance is the same. Well, since C++ isn't even an option, this is pretty much a non-issue. C++/ ...Show All

  • MyoZaw Can you access member variables dynamically?

    I'm writing an input handler class and I'm writing a function to return true or false depending on if the requested button is down or not for the supplied player. At the moment I'm doing it like this: <code> switch (MyRequestButton) { case "A": if (currentState[player].Buttons.A == ButtonState.Pressed) { buttonDown = true; } break; case "B": if (currentState[player].Buttons.B == ButtonState.Pressed) { buttonDown = true; } break; </code> But what I'd like to do is something like this: <code> if (currentState[player].Buttons.MyRequestButton == ButtonState.Pressed) { buttonDo ...Show All

  • itaihor Tutorials Thread

    If it's not too much trouble, could this topic be stickied I am just wondering if we could have a main thread that carries links to all the tutorials. In other words, someone makes a thread with a new tutorial, and then, they post the link to it here with a description of the tutorial. That way, others don't have to search through a whole forum for just one topic. Just an idea to make it easier on everyone.   On a side note, I plan on linking this thread to another thread titled: First XNA Program Development Team (FXPDT). Take a look at it. Thanks for your time. Also, I've added some tutorials for you all for now.   P.S. Since the tutorials are publicly viewed and linked to, I don't think you need permission to ...Show All

  • S 007 Using Multiple Texture Coordinates with VertexFormats.Texture'n' C#

    hi, i have the following vertex struct: //------------------------------------------------------ public struct Vertex { public static VertexFormats Format = VertexFormats.Position | VertexFormats.Normal | VertexFormats.Texture8; // public Vector3 position; public Vector3 normal; public Vector2 tex0; public Vector2 tex1; public Vector2 tex2; public Vector2 tex3; public Vector2 tex4; public Vector2 tex5; public Vector2 tex6; public Vector2 tex7; public Vector2 tex8; // public void SetPosition(Vector3 Position) { position = Position; } public void SetNormal(Vector3 Normal) { normal = Normal; } // public void SetTexCoords(Vector2 Tex0, Vector2 Tex1, Vector2 Tex2, Vector2 ...Show All

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