Answer Questions
shmulik_segal 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# When you say C++/CLI, you mean the pure CLR mode Will C++/CLI mixing managed and native code work with XNA or not I can't imagine that they would allow you to distribute any unsafe, non-managed code. That sort of defeats the purpose, it seems. This is probably one of the major reasons that DirectPhysics is being implemented (just a guess). With the addition of physics, you will have managed control over all aspects of the game ...Show All
DJW1005 Developing for X360
Hi everoybody! (sorry for my english , and i know there are maybe another post like this, but i couldn't find it) So i'm a member of a game development team (currently developing for dx9 and as soon g80 will come out, for dx10 and vista), it's only a garage project, but we have professional members (a lot's of them ), and we (basically I ) are planning to port our game also to x360. I tried to assemble as many information i can, but i only find out that, i have to use XNA framework. But on the XNA page, MS said, it's for students and so on... Is there another way to develop for X360, or there isn't any other way I mean professional developing, not students, and hobbyist... So that's the question... And where can I test the applications for ...Show All
Frank Flack WrongMode exception when restoring surfaces in C#
Hi! I've written a function that gets called by my graphics engine everytime my rendering window looses focus. However, the first line in that function gives me a WrongModeException . I've looked it up in MSDN, but it says that it's deprecated and that "This surface cannot be restored because it was created in a different mode". I've no idea how to get rid of it, so any help is appreciated! I've tried updating all my DirectDraw references to what seems to be the newest versions, but to no avail. Here's my code for restoring surfaces: public void RestoreSurfaces() { SurfaceDescription Description = new SurfaceDescription(); Devc.RestoreAllSurfaces(); ImgSurface.Dispose(); ImgSurface = null; ImgSurface = new Surface(Path, ...Show All
ScottRitter Very Very Simple but couldnt find out
Whats wrong with the following code I have developed even a mini cad with some basic shapes....with directx ....but when i started a new project and started coding I dont see any vertices or lines or triangles.....the sample uses triangle list, but itried with lines and points also........no use.....just a black screen comes up.....is it any problem with the camera .... plz guys tell me....... Imports Microsoft.DirectX Imports Microsoft.DirectX.Direct3D Public Class Form1 Dim d3ddevice As Device Dim vb As VertexBuffer Dim verttype As New CustomVertex.PositionColored Dim camera, camtarget, cameraup As New Vector3 Private Sub Form1_FormClosing(ByVal sender As Object, ByVal e As System.Windows.Forms.FormClosingEventArgs) Handles Me ...Show All
shyma Possibility for Ogre on Xbox360 through XNA
I saw this post over on the ogre forum. http://www.ogre3d.org/phpBB2/viewtopic.php t=28385 Cool :) OGRE is a great graphics engine, it would be cool if it could be used together with XNA. That would be great if someone could get Ogre on the 360. ...Show All
rs12345 Problem using .FBX file
I have a model that I downloaded off of TurboSquid. I pulled it into 3DS MAX 9, and exported it as an FBX file. I added it to my project, and when I try to compile I get the following error: BasicMaterial has a texture, but geometry does not contain texture coordinates. Is this a problem with 3DS or GSE Any ideas on how to fix it It displays correctly in MAX. Sounds like something happened (or didn't happen that should have) in the export, assuming the model displayed correctly in Max. Eli, You can E-mail me at mikepolzin(at)yahoo.com. Thanks for looking into this! Mike Eli, I don't know what the bug number i ...Show All
FlashFan Loading 3D Landscapes
Hello, I would like to start this thread as hopefully a complete how-to with 3D Landscapes until the documentation is availalble. Here are my initial questions: These would pertain more for those that want a shooter or mmorg, but useful for all! 1.) How would one load a 3d heightmap and view it 2.) How can you apply splatting to the landscape using alpha maps 3.) How can one go about paging the landscape ie: each sector would be (say 512 x 512) - how can you load/unload the maps to save resources. 4.) Performance - why choose .png over .bmp or .jpg for heightmap, alphamp and textures Thank you everyone for your responses. I guess i need to decide how to proceed - i have invested ...Show All
Akshay Bhargava Question on generating the planes for BoundingFrustum
I was porting my Frustum class from Direct3D 9 and decided to compare its output against that of XNA's. To my great surprise, when generating the planes, every number was the same except XNA's are negated. When looking at BoundingFrustum in MSIL I noticed you negate the left operand and perform the opposite operation (i.e. add instead of sub). I am curious why it is done this way Does it have something to do with the fact that XNA is using RH matrices My D3D9 frustum code for the left plane: m_vLeft . a = mat . _14 + mat . _11 ; m_vLeft . b = mat . _24 + mat . _21 ; m_vLeft . c = mat . _34 + mat . _31 ; m_vLeft . d = mat . _44 + mat . _41 ; D3DXPlaneNormalize (& m_vLeft , & m_vLeft ); The XNA frustum ...Show All
Atulpatel MipMaps
Hi all Somebody knows where I can find some mipmapping tutorials I'm trying this: texture = content.Load< Texture2D >( "tx" ); Where tx is an asset loaded with de "Texture (mipmapped)" processor. When it loads has 9 levels. Then, in the draw call I do: effect.Texture = texture; Where effect is and object of BasicEffect class The texture is From wikipedia The result is the entire texture drawing. I think that hardware must select the level to draw. Can anyone help me I'm pretty sure the hardware/xna will automatically take care of using the mipmaps for you, so you don't have to do any special code. All you have to do it create textures with differ ...Show All
Andreas Kammann Ray - Mesh intersection
Hi. Here i have some simple room and moving camera: Now I am searching for something like D3DXIntersect() to check intersection with mesh, not with simple b-boxes, but now all i can find is Intersects() with planes and bounding-things. Maybe i missed... or there are some other solution As you can see Boundingbox would not help a lot (i guess) , because there are a door hole, where camera should pass-through. I would try to check multiple ray to mesh intersections from camera's eyePos to 6 directions ( forward, back, left, right, up and down) for camera movement control, but not unless a principle is found Any ideas P.S. Thanks XNA Dev. team for Beta 2. ContentPipeline & X files rocks! In D3DX, there is a mesh ray inters ...Show All
Urban Terror target So... What is XNA then?
So XNA then is the next step of the DirectX API for .NET languages (previously called Managed DirectX), is just a new technology completely different that will be shiped in a separate way of DirectX or is the real way in which DirectX 10 will move, adding an "unmanaged" API for the past contents using Directx 8 and 9 Ok thanks a LOT. So, just to summarize, we could say that DirectX is still a machine-built API for games and will continue like that and that XNA is a new form of managing that through the .NET framework 2.0. We don't have XNA for DirectX 10 yet but that will definitely be the way to work in games programmed with managed languages in the future. So, can we expect that in Windows Vista we will have the XNA lay ...Show All
gcox18 XNA doomed?
XNA may be the greatest thing since sliced bread, but I don't see it getting a lot of support until you make a simple web page that explains what features the XNA framework supports and why I would want to use it. I'm not going to download the thing just to figure out what it is. Just google it, damn it! http://www.google.com/search q=xna XNA is not doomed, you are. Sry for being a little too aggressive maybe, but this topic is just plain stupid. Dear: Cache friendly If u will d/l visual c# studio express...for this moment...u will have (for the moment) one of the most easy/cheap/fast/powerful tool for window based pc applications. Visual studio itself is "da m ...Show All
VivekGupta2812 Storage
I a bit confused about what things I need to consider when working with storage in XNA. For instance, I normally use xml files to to store data (map files, config). I want to be able to develop simple games that run both on the xbox as well as pc... so my confusion is what do I do about storage to make sure I don't run into any gotchas from one platform to the next I understand that I should be using StorageContainer and StorageDevice... but is that just for for storing game state like save games and so forth Or can I access the game directory using those... I need to be able to do simple things like load map files. What location do I store these files so that I can access them on both platforms at run time. ...Show All
Mac Jamb using a .X file
Could anyone point me to a tutorial(s) regarding how to load and use a .x model in the XNA environment Thanks is advance! How I load a xfile inside a form Because I used the event D3DXLoadMeshFromX(.......) and show me the error (look this thread http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=685447&SiteID=1 ). Tks advanced...... There are several posts in the XNA Groups on doing this, some of the guys have also written components to load models. What you will find though is that the models need to be swm format... Also in the group are some converters for x to swm... I would have a look at some of the posts there to see what they have done and to also download the examples. If you have a look at h ...Show All
JonathanDevelopper Xbox deployment does not appear in 'My XNA games'
After I deploy my game to Xbox it works, but doesn't appear in the 'My XNA games' list. Games that I deployed previously have appeared OK. Any idea why this might happen Yep when I set one to empty by mistake the entry still shows up as a selectable line hence my original reply post :) Glad I could point you in the right direction at least. PS Mark Stephens reply as the answer to let everyone know you have a solution. Don't sweat it, it's not like you missed something obvious. It may be useful to note that the Title ID (defined by the assembly-level GuidAttribute) must be unique per title. So if you copy an existing project and make changes to it, be sure to change the assembly GUID s ...Show All
