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flash.tato XNA for VB.NET ?
I want to ask, are there any chance for support VB.NET in XNA for the next time I develop only data base application using VBA or VB.NET. I don't like to change syntax, so I stay by VB, but I want to use 3D possibility in my application. XNA is good alternative for using direcX. Thanks simon eldrige wrote: Does anybody know more about VB.NET support in XNA Somebody said here, that VB.NET will be implemented at the beginning of 2007! Regards les Did you even read the thread The team has already indicated that support for other .NET languages is something they want to add. It will just take some time. You sh ...Show All
maxal Gray Polygon (DrawPrimitives)
Hi, I'm currently using DrawIndexedPrimitives with data of type VertexPositionColor, and I've clearly set the colours but I always get a gray shape instead of the blend that I ought to see. Any ideas here please Thanks in advance. Alex-MyRpg wrote: Great thanks, you've been very helpful. :) Now one last quick question - is it necessary to set the View AND/OR Project matrices if I'm just using DrawPrimitives for 2D Because hopefully there's a quicker way which means that I don't have adjust camera and such - but no big problem if not. I would go only for the ViewMatrix only if your project is 2D. Just remember that: WorldMatrix = positioning the object in the scene. ViewMatrix = positioning the ...Show All
Alba Beginner shader question - I'm missing something obvious
Hello, all: I'm working on a simple space sim, and I'm trying to render a weapon shot using an HLSL shader. I haven't used a shader before, so I've read through a bunch of code samples, and picked up a couple of books, so I *think* I (kind of) understand what's going on with vertex and pixel shaders. The problem I'm having is that when I enable the vertex shader the mesh I'm rendering is drawn in black. If I disable the vertex shader (comment it out), the pixel shader outputs the color I expect. I've tried it with a mesh I created and with a mesh created via Mesh.Sphere with the same result. Here's the shader code (it's almost an exact copy of the simple pixel shader code from MDXInfo). As you can see, it's totally simple: uni ...Show All
XNA-Mordt XFileLoader.cs
Hi, I wrote a little class for parsing X-Files (text mode only). It currently reads: - frame hierarchy - frame transforms - meshes (position,normals,texcoords) It's only tested with x-files from the Panda Exporter and 3ds MAX. http://markus.rubicon-net.de/code/XFileLoader.cs and I used this here for test rendering http://markus.rubicon-net.de/code/XFileRenderer.cs Feel free to use it Very nice job, thank you very much. Some ideas/question/report: - Please make code load and show texture too. - Can we use DirectX Managed and it's Mesh/AnimationController/.. class with XNA If yes I did a class to load/show/anim mesh that we can use. - I try tiger.x from August 2006 DirectX SDK: at line 284 of ...Show All
Barry Kwok Again - C++ DirectX Error
Hi, i moved back to the C++ due to .Net memory management( slow down my app), anyway.... i recompiled the DirectX's C++ examples (October 2006 SDK) and when i run the examples a error ocurs, in the tutorials(No DXUtils) the error location is more evident: *this error code is from the Vertices tutorial. The Error: Unhandled exception at 0x6604a92f in Vertices.exe: 0xC0000005: Access violation reading location 0x00f2b000. The Location: LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam ) { switch( msg ) { case WM_DESTROY: Cleanup(); PostQuitMessage( 0 ); return 0; } return DefWindowProc( hWnd, msg, wParam, lParam ); The error appears at the end of this function . (green arrow in debugger....) -> ...Show All
mabxsi The future of 3D grahics programming with managed code (Microsoft technology)
Hi! I would like to ask some information about the future of 3D graphics programming with the managed code. Yesterday, I came across an article where I read that Microsoft(MS) will stop the developoment of DirectX with the managed code, with the managed code I mean C#, Whidbey C++ and VB. The question I have in my mind is : "What's next ". I have been developing numerical simulators during the last two years. My preffered language is (Managed)C++. The reason I chose Managed C++ is that - I thought that - I can use the MS technology in other parts of the developement, in addition I develop a code which is consistent with the C++ norms, altough Whidbey C++ is violing the traditional C++ syntax - I would not predict this two years ...Show All
Polina159216 XNA compiling problem
Hi. I've just downloaded and installed XNA GSE. I've opened my first XNA Game aplication with Visual C# 2005 Express, but when i trycompiling it i get an error on line: " this.GameComponents.Add(this.graphics);" with following error message : "Microsoft.Xna.Framework.Components.NoSuitableGraphicsDeviceException was unhandled Message="The values used in the attempt to create the GraphicsDevice were invalid." I've read that it should get a blue screen when i compile a default XNA project with no other code in it, but that ain't happening. What could be the problem I haven't installed DirectX SDK yet...could that be it Thx for the help no DX SDK is not required. the DX runtime ...Show All
Iceman_Aragorn How in XNA Game Studio Express correctly to include a full-screen mode?
How in XNA Game Studio Express correctly to include a full-screen mode I write a code: graphics.PreferredBackBufferWidth = 1024; graphics.PreferredBackBufferHeight = 768; graphics.PreferMultiSampling = false ; graphics.ToggleFullScreen(); Then I draw on the screen 2D the sprite and I move it on the screen. During the moment of moving of the sprite on the screen, he brakes and twitches, such impression that copying of the sprite occurs on without usage Z-buffer. How correctly to customize in project XNA Game Studio Express using class Game1 a full-screen mode In DirectX earlier, it was so: D3DDISPLAYMODE Display; if( FAILED( pd3d9->GetAdapterDisplay ...Show All
Bill Reiss Grabbing a Texture from the Screen
Is it possible to grab a portion / rectangle of the screen into a texture Get the backbuffer into a texture: device.ResolveBackBuffer(texture, 0); Then render that on a full screen quad to your desired RendeTarget2D. The portion/rect is defined by the texture coordinates of the quad. Worked a treat, thanks. ...Show All
Rafer SpriteBlendMode - Premultiplied alpha
So, many people that have done lots of graphics programming know that premultiplied alpha is fantastic ... sadly it seems like there's no support for it in the Sprite system. The only Sprite blending options are Additive and regular Alpha blending. Is there some other way to get the effect of premultiplied alpha (Src + Dst * (1-Src_A)) Obviously I could switch to using the 3D functions to render everything, but given the advantages of premultiplied alpha, it would be really nice if the simpler 2D path supported it. If you call SpriteBatch.Begin with SpriteSortModeImmediate, you should then be able to change the Sorce and Dest Blend values to whatever you like before you call Draw. You can use any bl ...Show All
JaBaVe Debug data in shader "assembly"?
On creating an effect from an .fx files, I go over three stages where in two of them the D3DXSHADER_DEBUG flag can be specified. The first is when using D3DXCreateEffectCompilerFromFile. The second is D3DXCreateEffect. Does the D3DXSHADER_DEBUG flag insert debug data into the assembly code(i.e. ID3DXBuffer) Or is this data stored in the ID3DXEffectCompiler object So is it safe to specify the debug flag in D3DXCreateEffectCompilerFromFile Also, why would I want to specify the debug flag on D3DXCreateEffect So when I write the ID3DXBuffer data into a file, it wont store any debug information which allwos to reverse engineer the FX assembly code I would appreciate help on this matter. ...Show All
michaelp Textures on my TV look horrible...
Is there anything that I can do to the textures look better on my TV when the game is running via my Xbox They look fine on my PC, but the contrast or something is off when they are on the 360. Is it standard definition SD TVs (like mine) are generally cruddy looking. There may be some things you could do t help. Try getting as close to a 1:1 texel to pixel ratio as you can. Also try sticking to power of 2 textures so they arent stretched at all or filtered unessesarily. Poor quality on a TV is caused by limitations of the TV display, and of the encoding format used to send video to the TV, rather than by the way the GPU is rendering. This means you're unlikely to see much difference f ...Show All
Witold Is there a bug in DrawIndexedPrimitives using a rendertarget?
Hi, sorry for my english, but I have a problem on drawing indexed primitives into a rendertarget. Maybe you can help me. My drawing pipeline does look like this: First I'm drawing the scene into a rendertarget (a simple texture set as a rendertarget): - set the rendertarget to m_renderTarget.surface - set the vertexbuffer of the scene - set the first texture - set the first indexbuffer - draw by calling drawindexedprimitives - set the second texture - set the second indexbuffer - draw by calling drawindexedprimitives - and so on... Then I'm drawing a quad onto the screen which simple renders the texture mentioned above: - set the rendertarget to the backbuffer of the d3d device - set the texture to m_renderTarget.texture - render a quad to ...Show All
DLG007 Blue Screen of Death or System Restart
I have XNA installed on my home computer, and on my laptop, and it happens rather often (a few times a day) that when I try run the project, or click the Save All button, I get a system reboot or a BSOD. It happened once too when I tried to move a file to another folder, in the Solution Explorer. Since it happens on two different computers, I was wondering if someone else has had the same problem. Any known bug/solution Thank you! That is usually caused by a bad driver corrupting the system pool. Easy way to tell. Is the screen light blue or dark blue Does this happen when running a game or just when using Visual Studio If it's ...Show All
Luigi Fonti xna with managed directinput
i'm making a game using the xna framework, the input class in the xna framework is good but i want to support old gamepad and joystick and i 'm using the directinput from the managed directx 9.0c, but when i use this line of code game_control.SetCooperativeLevel(this, CooperativeLevelFlags.NonExclusive | CooperativeLevelFlags.Background); the compiler gave me this two error codes: a) The best overloaded method match for Microsoft.DirectX.DirectInput.Device.SetCooperativeLevel(System.Windows.Forms.Control, Microsoft.DirectX.DirectInput.CooperativeLevelFlags)' has some invalid arguments b) Argument '1': cannot convert from 'prueba22.Game1' to 'System.Windows.Forms.Control' i have tried the code for the gamepad in visual c# exp ...Show All
