Answer Questions
AlexGold bitmap font messing up models?
When i put in code for bitmap fonts (every implementation i can find and even an attempt of my own) it messes up the test model that i have displaying. I'll try to get screenshots soon, but to give you an idea... He is viewed at a 45 degree angle from HIS left. and the problem is that some polys are missing, and his right leg(the "back" one) is visible in front of the left ( the "front" leg). But this doesnt happen when i dont have the font drawing on screen. Incompatibility between 3d and 2d possibly How would you guys fix this if you dont have this problem, code examples of how you did it would be amazing! Didnt work... or maybe im doing it wrong! which may well be the vase! My code in Initialize() is gra ...Show All
toddhd Visual C# Express gotcha
I am used to full blown Visual Studio 2005 but I decided that I'd play with Visual C# Express so I could better get a feel for that IDE since this is the environment for XNA Express. Just so you all know, when you create a project in C# Express it doesn't get saved to disk until you explicitly tell it to save or close the project. Amazingly even if you compile and run the new project it still won't be saved to disk. The upshot of this is that if the IDE crashes or gets terminated unexpectedly there doesn't seem to be any way to recover the project or the files you were editing. Twice I ended up losing the entire project I was working on because of this. I searched the entire disk to try and find my files and couldn't. The workarou ...Show All
Dasaprakash Where does Console.WriteLine() go to on 360?
Probably a setup problem, but I can't seem to get any text sent to Console.WriteLine() to appear in the output window in GSE, when running the app on my 360. Anyone else managed to get this working Andy. Derek Nedelman wrote: There is no console when running on the 360, just like there's no console when you run a Windows Forms application. System.Console.WriteLine() writes data into the output window of an attached IDE when debugging, even with WinForms apps . I tend to use this rather like you would use ::OutputDebugString() in a native application for debugging - and I find it hard to believe that when attached to a remote process the strings are not piped back to the IDE. ...Show All
KurtD Framerate decoupling
I'm trying to decouple the framerate from Update() so i can have more than 60 FPS. I saw this post with private void graphics_ModifyDevice(object sender, ModifyDeviceEventArgs e) { e.GraphicsDeviceInformation.PresentationParameters[0].PresentationInterval = PresentInterval.Immediate; } but couldnt get that to work... any help/ideas I know I'll have to use the ElapsedRealTime in my FPS code but not sure where to put it at. A good way to slow it down is to tie it to your refresh rate yeah, great idea because it'd basically be the same as doing it in Update() like Ive been trying to do (for the past 20 minutes). How would you go about doing this I'm new to directX and c# (i know c++ and used open ...Show All
Rich Tebb Content Pipeline
Hi, I haven't really used the Content Pipeline seriously yet but I've seen the official tutorials on it and understand them. Now, I'm thinking - what if I want to load a certain model/effect or anything else that the Content Pipeline supports - BUT I want to load it dynamically/at run-time, e.g. I have a certain filename that my code wants to use to load content, but I don't know it until runtime. Is there some sort of dynamic way of using what otherwise seems to be a static Content Pipeline Thanks... All of your content will need to be pre-processed. You can load any of the processed content at runtime, for example if you had 10 models you could add them to a combo box and let the user pick the one t ...Show All
Eric_Practica 2D World Using 3D Constructs ?
When setting up a 2D world using 3D XNA constructs (Custom quads as opposed to sprites), what is the best way to setup the ProjectionMatrix Should I create an Orthographic projection matrix, or should I define a normal fov style projection matrix What are the trade-offs -Jeff You know what would be really mind-bending Use more than one projection matrix. Use a full-on perspective projection matrix for the background elements. Then use an orthographic projection matrix for the foreground interactive elements. (player, enemies, etc...) It would probably look kind of like the original 2D Grand Theft Auto titles. (3D environments with 2D characters) Of course, this is just a suggestion. It could be that the title will look bet ...Show All
donkaiser Sun to affect a terrain? How?
Hi. I have an FX code that I wanted to show you (if it helps) to process the light to the terrain. Here is the code: float4x4 WorldViewProjection : WORLDVIEWPROJECTION; texture UserTexture; float4x4 xRot; float4 xLightPos; float4 eye; float4 ambientMaterial; float4 diffuseMaterial; float alpha; float xLightPower; struct VS_OUTPUT { float4 position : POSITION; float2 textureCoordinate : TEXCOORD0; float3 normal : TEXCOORD7; }; sampler textureSampler = sampler_state { Texture = < UserTexture >; magfilter = LINEAR ; mipfilter = LINEAR ; }; struct Pi ...Show All
Noorul Ahmed Getting started example needed
How do I draw a 2d box on the screen Or even better a 2d circle. I guess I should use DrawPrimitives but a little example would be nice.. After that I would like to draw some text, do I need to create a bitmapped font for that and draw using sprites / Erik George Clingerman wrote: Microsoft has provided an awesome getting started tutorial inside the help for Visual C# Express. To access it, click on "Help" in Visual C#, now select "Content". In the sidebar that appears on the left, you'll see an "XNA" category. Expand that category. Now you should see a sub-category titled "XNA Game Studio Express". Expand that category. Below that category you'l ...Show All
Teo97917 Fullscreen problems....
EDIT: I am using Beta 2. I use this as the constructor method... public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 640; graphics.PreferredBackBufferHeight = 480; graphics.PreferMultiSampling = true; graphics.ToggleFullScreen(); content = new ContentManager(Services); } Works great. But when I change the resolution to 800x600, all I get is a black screen. The loop is still running because I can still quit the program. I have also tried 1024x768, that works too. Thought maybe it was an aspect ratio problem, but they are all the same, 1.3333... I have tried turning the multisampling off to no avail. Didnt think that would be it anyways, I play World of Warcraft at 800x60 ...Show All
jens_essen VMX library on XBox 360
As my thread on 360 performance has somehow drifted way from my original theme, I'd like like to follow up on a comment made in that thread here: EmoSaru wrote: Well, I think the BEST solution all around is to extend the API to provide optional use of intrinsics. Just like with the standard devkit, let ME decide when I want to use intrinsics and vectorized code and when I don't. :) I would not be opposed to offering separate types for intrisic versions of vectors/matrices/etc., so long as the appropriate conversion operators/functions are provided. It seems like this gives you the best of all words, insofar as within tight loops the native instrinsic code should not be hard to produce, but you don't have to worry ...Show All
bxs122 Are these videos still usefull?
http://www.microsoft.com/events/series/msdnvideodev.mspx Are those videos still usefull for using XNA (the basics) and will there be similar XNA videos released Thank you for your time. Those videos do not get much into the code of the engine. They can give insite on how the game was programed and ideas on how to program your own. For me it was good to see what I was and was not doing in line with other programmers. Watching them and they are pretty good. I really hope they make some with XNA using camtasia. These videos are not about XNA but depending on how familar you are with programming games, I think they could you be really useful for learning some game p ...Show All
bryanedds Game Object Usage Guidelines
My questions revolve around some of the XNA Game objects. For instance, what is a DrawableGameComponent used for or at least what is its envisioned usage Same with a GameComponent Why use these classes as apposed to coding items in the Game object's Update/Draw methods The SpriteBatch object renders a batch of Sprites. I remember seeing an example of background and foreground SpriteBatch objects. Is that what this object was envisioned for, rendering layers of Sprites Can a DrawableGameComponent create a local SpriteBatch object to render sprites Is this just programming preference How do these objects "automatically" tie into the Game/Serivices objects How coupled should the GameComponents be to the game object I ...Show All
Alsaleem first impressions
Install seemed to work ok. - I chose complete when it finished it didn't launch either a readme or vs launched vs just got the same/normal ide I always get. File -> New project, brings up the usual screen, with 3 new items for creating xna games. Double clicking on space wars starter kit item, eventually brings up a large project, which when run doesn't appear to work - tried pressing a/b/x nothing ever happens - machine/grphx may not be upto job. tried looking for examples, nothing I assume ther're on my hard disk somewhere Now need to find tutorial on how to use this thing I don't have a controller, was just planning to play with this for pc's. Do I need one Nice, ex ...Show All
Jocker23 Rants on XNA 1.0
This is my first reaction when I installed and tried the 1.0 of XNA. To summarize my feeling: it's still 95% for XBox and no nearer to replace the old MDX 1.0. So I decided not to migrate from MDX to XNA though I want to do that very much. I feel like MDX 2 more; amen to MDX 2. The hardest issue for me is the content pipeline, which is very necessary, but the workflow is fixed and it assumes the contents are only built before the program runs. The helper functions wrapping D3DX can only be used with types in the content pipeline. I have to utilize the full content pipeline just for generating something dynamically, of course with significant performance cost. Or I have to write those D3DX utilities my self. Currently I don't have a good id ...Show All
David Bridgestone Anyone having problems with the designer?
I been working on a game that has about 6 components in it and for some reason the designer will stop working and give me this error. One or more errors encountered while loading the designer. The errors are listed below. Some errors can be fixed by rebuilding your project, while others may require code changes. Specified cast is not valid. Hide at System.Windows.Forms.Design.ComponentTray.GetLocation(IComponent receiver) Just courious if this is a bug or something going on with my code That seems to be just the case NickHHH, The I am using classes that are extended from a base class that extended from GameComponent BaseClass : ...Show All
