Answer Questions
tichy291574 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
TheresaB ShadeMode?
Is there a meanning for setting the ShadeMode from inside a Shader .fx file The shading technique done in the vertex shader and pixel shader functions, so setting the shadmoe will not have any effect on the renedring result Thanks in advance. Then why does the FillMode have an effect on the rendering result If I set the FillMode to WireFrame, the rendering will be wireframe. You are right if you use shaders the ShadeMode have no meaning anymore. You can set it because the FX file format was build in a way to supported the old fixed function pipeline too. Well, the FillMode is a fixed function element, too. But as you can’t control this behavior with ...Show All
Mastroyani Trying to draw a pixel
Hi guys. I'm working in a little experiment with colours. I created an array of colours, with 800x600 dimensions. I was able to paint the colors using spriteBatch and texture2D of 1 pixel, but the yield is terrible. There is noway to draw a Point or a Vector2D not using SpriteBatch or textures Primitive ways to draw in screen I see something in the example project inside XNA, RetroAsteroids, but It draw with VertexPositionColor, and it isn't what i'm searching thanks a lot (sorry for my english, i know) PD: I hope the solution won't be a Matrix of Proyection... =S jcoatney wrote: I can actually think of some reasons for wanting finer control. For instance I am working on a map b ...Show All
Neotech Assign to Vector2?
This is probably an easy question, how do I assign to a Vector2 This was my first bad guess: Game1.Players .Position = (0f,0f); but it didn't work, I know I can assign to the .X and .Y of the Vector2 but I want to do it in one simple step. Also can you do it without creating a new Vector 2 Cheers Alfons Initially you have to create it, otherwise you'll get an error. If you're talking about updating it after that you could use a method to the Player object that takes two floats. If the position is something that's going to be updated constantly you could keep a Vector2 member of the Player that is used to update the position and just change that: Vector2 _position; Vector2 _move; //say this has X=5/Y= ...Show All
Arnaud MIGEON Beta2 - Texture2D.GetData
Hi, How can I get to the texture data, I see a function called GetData which looks like it does the job but it requires the texture to not be managed. How can I load a texture with the right parameters to allow GetData to return valid data. Thanks. What I want to be able to do: Texture2D image = content.Load<Texture2D>(filename); uint[] bits = new uint[image.Width * image.Height]; image.GetData<uint>(bits); That's because Dxt1 textures aren't arrays of Color structures! In Dxt1 format, every block of 4x4 pixels is encoded into 8 bytes, so you need to pass in a byte array sized width*height/2. Is there a resource somewhere that lists how to get the data (size/type) out of various ...Show All
janetfan95758 Info on XNA Software
i wanted to know can you make a game like super smash bros melee with this softawre because i wan to konw You have to learn programming first. Then you have to learn how to write games. Then you can try to write a Super Smash Bros clone. Check out the information in the DirectX101 thread http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=77027&SiteID=1 Asking such open ended questions in a forum will never get you any real quality responses becuase there is not enough space to answer questions like this. You need to tell people what your abilities are, how far you have got making the game and what specific problems you are having. Also there are some beginner articles on www.gamedev. ...Show All
hansduncan Is there a program that lets me view .fx files other than rendermonkey or FX Composer?
I can write my HSLS codes in notepad and save them as .fx files without a problem, but I cant view them, which isnt that big a deal, I guess. I tried to download RenderMonkey and my connection kept getting reset while I doin so. I was wondering if there are any other files that would do the same basic thing as RenderMonkey or FX Composer that are smaller files. Thanks! New Blade3D also have support for FX and error checking in FX files (you can edit FX and see errors). Blade3D is in beta1 and it will be commercial product. I will keep this in mind when writing them in the future, thanks The DirectX viewer seems to have a lot of issues rendering effects that are ou ...Show All
jaime.rq About XNA: Sky, Landscapes and Models
The basics that we expect from a rendering suite, game engine or whatevers, is to be provided with tools about Skies.. or Landscapes loagin.. or to load models in diferente formats, like 3ds, .x, .obj.. so.. whats about this and XNA . All the material that i saw until the moment was about 2d drawing... y just got that in only 2 days because i had a little experiencies with anothers engines.. like OGRe or Irrlicht.. i decided that XNA is the way to go for my next title because we can target on Xbox 360..... and.. well.. the million dollars questio(s) are... How can i load landscapes with heigtmaps for example.. How can i load an obj object what about that strange format WXM , or SWM What about a accurate collision detection ...Show All
Manech HLSL - Pulling a list of techniques from FX file
Hi all, I've spent the last few hours searching for an answer for this to no avail. What I'm making is a simple MDX 1.1 app that lets the user select which technique from the FX file to run on a simple mesh from a combobox. My problem is that, while it's easy to get a list of EffectHandles for all of the techniques, getting the actual technique names is proving difficult. I noticed that there is a TechniqueDescription struct which has just what I need, but the constructor has no way of passing an effecthandle object (or anything else for that matter), and no method or property in the Effect class returns a TechniqueDescription value. So, my question is this - is there a way to extract a list of the technique names from an effect f ...Show All
srividyaramesha mesh clone and dispose bug
this is a strange one... Mesh mesh = Mesh.FromFile( "tiger.x", MeshFlags.SystemMemory, device, out materials ); Mesh newMesh = mesh.Clone( MeshFlags.Managed, mesh.VertexFormat, mesh.Device ); mesh.Dispose(); // Dispose the original newMesh.Disposed == true <--- what -- the new one is now also disposed mesh.UnmanagedComPointer and newMesh.UnmanagedComPointer are not equal what going on here ob. the original and the cloned are referenced somehow... strange indeed found another solution... DON'T use 'mesh.Device'; (ie. the Device from the mesh that is to be copied) this makes it screw up As long as you use a Device from somewhere else it works fine. Every engine would store the Device somewher ...Show All
Gopinath M Draw() called before Update()
I noticed Game.Draw() is being called before Game.Update(), which doesn't (seem to) make sense. Is there any suggested way of dealing with this If Update() is supposed to, umm, update the state of the application to a certain local time, before the first Draw() there is no state ready to be painted to speak of. Well, the forum kind of does have a known issues sticky. It's jut over at Connect. You can review all the previously reported issues and suggestions there. No real point in having them in two places, keeps it simple that way. Also, I'm sure the FAQ will expand, the team might just be a little busy at the moment for keeping it updated and improving upon it. That's where the community comes ...Show All
CruzPedro 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
2times XNA framework doesn't work on EM64T
I downloaded XNA Game Studio Express (beta) and installed on machine with Intel EM64T processor. After I compiled and run "spacewar" example, got following error message "Could not load file or assembly 'Microsoft.Xna.Framework, Version=1.0.0.0, Culture=neutral, PublicKeyToken=f48fa5f25d27e8ff' or one of its dependencies. An attempt was made to load a program with an incorrect format." Does Xna Framework should work on x86_64 architecture I'm having the same problem. Not sure whether it's the 64bit processor or the Windows 64bit edition that's causing it though. A solution/workaround from those more versed in this sort of thing than I would be greatly welcome. ^-^ Edit ...Show All
BenFinkel What one has to do if he has a great game and would like to sell it on X360 Live Aarcade?
I think that GSE is a great idea. But i'm also pretty sure that there is someone out there already who has so magnificent game idea that it would be worth selling on x360 LA. What is needed in order to achieve this Does the one have to compete with big companies Does he/she/they have to buy a devkit Is that even possible for an individual What are the fees What else has to be met I cant see why there couldnt be a section set aside for homebrew games, and a small fee in the form of points on xbox 360 live arcade couldnt be done, they could have someone check the code before it was compiled and added to the live arcade, the points could be split between microsoft (for checking the code of cours ...Show All
asiaindian GameComponent.Draw()... why?
I'm a bit confused about the GameComponent class, and its intended use. It would seem that it would be perfect for inheriting particular subsystems. InputComponent, NetworkComponent, etc... but you wouldn't want to draw any subsystem. So what was the logic behind having a Draw method for GameComponent Did the cart come before the horse, so to speak, with the GraphicsComponent How exactly is GameComponent meant to be used I thought I'd get it straight from the horse's mouth... and I have no idea what's with all the horses in this post. (My suggestions are in third post, if anyone cares). I'll second Dave in that I find GameComponent somewhat ambiguous. I'll post some comments as soon as I dig a little d ...Show All
