Answer Questions
SDavis7813 mipmapping
Hi, i've loaded some fbx models via the content pipeline with integrated textures. can i tell the loader routine to auto-generate mipmaps when loading textures integrated in fbx models or how can i postgenerate the mipmaps out of the models. sorry for my english ;) thx #pragma oh ok :) thank you The content pipeline will create mipmaps by default: you only need to do anything special if you don't want them to be generated for you. It will create all the way down to a 1x1 size. There's very little reason ever to do anything other than that, because the last few mipmap levels occupy almost no memory compared to the full texture and first mip, so once you've paid th ...Show All
h3mp XNA and Winforms - 2 questions/problems.
Here is a basic app (sample code from larger app) to highlight my problem(s): public Form1() { InitializeComponent(); pp = new PresentationParameters(); pp.AutoDepthStencilFormat = DepthFormat.Depth16; pp.BackBufferFormat = SurfaceFormat.Bgr32; pp.BackBufferHeight = 600; pp.BackBufferWidth = 800; pp.EnableAutoDepthStencil = true; pp.PresentationInterval = PresentInterval.Immediate; device = new GraphicsDevice(GraphicsAdapter.DefaultAdapter, DeviceType.Hardware, this.Handle, CreateOptions.SoftwareVertexProcessing, pp); device.DeviceReset += new EventHandler(device_DeviceReset); device.DeviceResetting += new EventHandler(device_DeviceResetting); device.Device ...Show All
LeahGarrett Why my Device is slow than SDK
Hi everybody, I want to build a simple directx form (window), but its so slow. I have some examples from "Direct3D sample from DirectX 9.0 SDK April 2006". They are super fast and i dont want to use "DXUT Units" (I want to create my own window and stufs). Here is my code (in Delphi): ////////////////////////////////// var D3D: IDirect3D9 = nil; D3DDevice: IDirect3DDevice9 = nil; function InitD3D(hWnd: HWND): HRESULT; var d3dpp: TD3DPresentParameters; begin Result:=E_FAIL; D3D := Direct3DCreate9(D3D_SDK_VERSION); if (D3D = nil) then Exit; FillChar(d3dpp, SizeOf(d3dpp), 0); d3dpp.Windowed := True; d3dpp.SwapEffect := D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferFormat := D3DFMT_UNKNOWN; d3dpp.EnableAutoDepthStencil ...Show All
LRA HLSL - do all my matrix math inside shader?
Hi All, Just getting into HLSL, and was wondering if someone can advise if there's any drawbacks or problems doing my matrix math inside the shader, like world * view * projection, offloading it from the CPU. Specifically, I want to pass in my world transform matrix for the object into the shader, and have it do: objectWorld * commonView * commonProjection thx, p. That's actually a bad thing to do on the shader, because it will be executed again and again for each vertex (or pixel). Actually, if you do this with a modern DX SDK, the HLSL compiler will take out these calculations and turn them into pre-shaders that are executed on the CPU once prior to sending the results as constants to the GPU. Hi ...Show All
jovilaura Compiling DX10 example with C99 compatible compiler (Pelles C)
Hi, I am trying to compile a DX10 program with a LCC based C99 compatible compiler. It works fine with DirectX 9, but with DirectX 10 I get an error message in the dxgi.h header in line 287 that says: "Missing Parameter type '__RPC__deref_out'" This error repeats then a couple of times, because it is quite often in the file. In d3d10.h I get an error message in line 865 saying: Syntax error: found 'ID3D10Device' - expecting ')' and missing parameter type __in later in line 879 I get a "Duplicate field name 'guid' in [incomplete] struct ID3D10DeviceChildVtbl' ... and there are others as well. If there is a way to fix this easily in my headers, I would appreciate your advice, - Wolfgang ...Show All
Wil Burton Serializing CustomVertex
Microsoft.DirectX.Direct3D.CustomVertex is not marked as Serializable, so an array can not be Serialized. Is there any way to overcome this Thanks. Your array of vertices will be of an specific type, not only CustomVertex but CustomVertex.PositionNormalTextured or something. CustomVertex is nothing more than a static class storage for all that bunch of pre-defined structures of custom vertex specs, and a struct of basic types (as in the case) is indeed serializable. Hey man! please stop laughing at the people who’s trying to help you. After all, It is you who is asking for help. Have your extra intelligence ever put it’s hands on the fact that the CustomVertex is just an st ...Show All
Matt Stum Writing games
I'm new to writing .net applications and a complete game writing virgin. What are the processes involved in writing games What additional tools would i need to create graphical content I understand that XNA GSE is aimed at the hobbiest but how much knowledge will I really need I've started an XNA Wiki at < http://xnawiki.wsugamers.com >. It's still pretty empty, but I'm hoping it'll start filling up quickly. Please join and help. Hi Josh, You definitely want to be learning C# not C++ in order to use XNA Game Studio. Generally C++ is brilliant to know and the people on GameDev were probably encouraging you to learn C++ because it is (currently) the standard language ...Show All
StevenR2 How can i obtain extra information from a File using Content importer?
How can i obtain extra information from a File using Content importer Now i already have made a content importer for my ownfile format, that is ok because i se the importer to extract the texture Infromation from my file... But the problem Is that i have very valuable information in my file format in addition to the texture infromation, This is the code that i use to import the texture content from my files (jki Files): /// <summary> /// Importador de archivos JKI al XNA Content pipeline /// </summary> [ ContentImporter ( ".jki" , DisplayName = "Imagen De Multiples Frames JKI" , DefaultProcessor = "Procesador para arc ...Show All
yjacket2006 Animation Transform Question
Hey, in XNA I am doing animation by finding a bone's final transform for a given animation frame. I do this by first finding the transform of the bone for that frame through interpolation or direct keyframe data, then finding the absolute transform of the bone for that frame, and finally multliplying it with the matrix that transforms a vertex to the local space of the bone. Since the bind pose in XNA is stored in the bones, unlike in directx, I get it by multiplying the absolute mesh transform by the inverse absolute bone transform. This seems to work fine for all .X files, but for .FBX files, it seems to not work sometimes. Is this algorithm not compatible with .FBX files, or is this probably a bug in my code/invalid fbx file ...Show All
enric vives .x mesh file loading spend too much time, any solutions?
I built a very complex model, with almost 600'000 faces, after I optimized it, remains 90'000 faces, and I converted to .x file, whether binary or ascii format, the loading takes too much time, almost 40 seconds, but the other software like deep exploration, open it in a flash time, is there any solution to improve the loading speed Thanks. D3DXLoadMeshFromX( strPath, D3DXMESH_MANAGED, pd3dDevice, &pAdjacencyBuffer, &pMtrlBuffer, NULL, &m_dwNumMaterials, &m_pMesh ) that's my loading code, #- -, i'm confused. I tried to replace adjacency buffer parameter with null, but the loading procedure still takes long time. far than optimizing, ...Show All
Delphieur TorqueXNA
I had a look at the XNA version of the Torque 2d engine and noticed that it converted 4mb worth of png files into over 60mb of xna files; Is this a Torque issue or xna as its a massive increase and would make releasing any games online a virtual impossibility. The Tank Buster starter kit has a little under 10MB of png files that turn into 87 MBs of xnb's. Thanks Shawn, but I'm not sure if that answered the question. For example, I have a splash screen that goes from 5.21kb in PNG format to 1.10MB (1126.4kb) in XNB format - over 216 times bigger. Is there something I have to change in the properties for that file to keep it from getting inflated It's not Torque that's doing it. It uses the d ...Show All
Florian 0. Saving backups, refactoring, & other newb questions
Hi, I have a specific, minor question, and a general, major question. :) First the simple question. Is there any way within GSE to save a backup or earlier version of the file you're modifying, other than simply to "Save As..." I dimly recall that Word has some sort of version-saving feature; does GSE or VS have this I actually find it easier to use Windows Explorer to copy the file to a new folder, but that seems kludgy. Now the bigger question. I'm fairly new to coding, and while I can get things to work, I don't love the style in which my code evolves. I try my best to create classes and objects to do relevant work, and I try to keep methods short and specific. Still, inevitably I seem to end up with one class with ...Show All
GAtkins Best coding practises with ContentManager and GraphicsDeviceManager ?
I hope someone can give me a decent explanation of this as it's something which I would of thought is pretty essential to writing anything in GSE but makes no mention of it in the documentation. I'm trying to understand the best way for any game elements to access the main games graphics and device, these need to be written in a way that I can give this routine to someone else and they work without the other person having to hard code aynthing in the code I give them. I believe there may of been a more obvious way to do this in beta 1 but I picked things up from beta 2 so some of the examples and documentation is referencing things which have since been taking out. My main confusion comes from the differences in the Windows Game and Spacew ...Show All
ld C# and how it works with XNA
Howdy guys and gals, I just downloaded the Visual Studio 2005 and the XNA thingy. Can't recall which one. I've never done anykind of C programming before. I'm wondering if say I found a tutorial or book on how to use C# for games. Would the examples work in the XNA program Thanks for any feedback. Excellent, thats the answer I'm looking for. Thats pretty cool that there coming up with a book for the XNA stuff. Thanks for the info man. Clicky Excellent, will definitely check out that link, thanks. Be warned though, XNA is only written for c# Express and not the full studio edition of C#. You can use it by referencing the XNA D ...Show All
Pixelpands Content Pipeline Assembies
So I created a separate project to hold my custom importers, and added that to my game project's list of "XNA Framework Content Pipeline Assembies" (Project Properties > Content Pipeline). Here's my problem: the 'Configuration' and 'Platform' drop downs are greyed out (disabled) so I can only add one reference to the project and have to choose to add either the Release version or the Debug version. I've got the importer library setup as a dependency of the game project, so if I make a change to my importers, it automatically recompiles them first, then compiles the game (repacking the content with the new assembly). The problem though is if I add the Release assembly to my game project, but have the solution set to Debug, i ...Show All
