Answer Questions
Nick K. Drastic FPS fall,when rendering QUAD
Hello guys, I've been working on my 3D directx game for a while and I've recently added QUAD(ship cockpit), inversly transformed to VIEW, so its like GUI. However, I am encountering big fall FPS - well normally my time delay between frames is 17 ms, but when I render quad it jumps to 50 'ms'. What's strange is that rendering tha quad + needed preRender+postRender takes just 6 'us'. So why is there 5000x longer delay. Moreover, I've noticed that I can bypass time delay increase by rendering quad without being scaled and transformed to [0,0,1]=> (further to the front) position - there is no TIME INCREASE...but then the "cockpit image" takes just 30% of the screen and so it is not very realistic. Some info about the imag ...Show All
Hassan Ayoub Multiple Lights on a scene
Hello ; I want to learn an important technique which I can not figure out till today. Even in old games (such as Half-life ) we can see several lights in a scene. But when I look my graphics card capabilities it suppports max 8 active lights. Considering the time which Half-life built the graphic cards were less capable. So I wonder how they can achieve this effect. (Can they be using different textures for each face to imitate real lights if so the game should require too much resources.) Thanks So, if we handle this process in textures do we have to prepare different textures for each side of and object. For example making many walls with same stones at each side it seems sensible to use same tex ...Show All
Colin Mackintosh Issues with a Loading Bar
Well, earlier today I realized my mario-clone was taking a while to load mainly due to the audio files and partly due to the many sprites being loaded. It wasn't a real problem, but it seemed rather unproffesional to have the computer pause for a while without any feedback for the user to confirm that anything was happening. Initially I used System.Console.WriteLine("Loading Something...") for the various resources that I had. This works fine for debugging, but whenever I tried to organize a loading bar that the user could see on a devoted portion of my game I experienced some trouble. First off, I'm using game states to determine whether I'm loading, at the menu, or playing the game, these aren't a problem. Secondly I'm using a ...Show All
Leaf. Confused About XNA and DX10
I am confused about the differences between XNA and DX10; is that correct: 1- XNA will have both fixed function and shader programming and effects also 2- DX10 will have only shader programming with no assembly, no fixed function and no effects. 3- DX10 will be on Vista only, since it is shader programming will Shader 3.0 (DX9.0 C and L) is compatible with Vista shader 4.0, so a program written on Windows XP DX9.0 C will run on Vista DX9.0 L but will not run on Vista DX10 shader 4.0 But why it will not run on DX10 Vista runtime if the program is only shader with no effects is that because shader 4.0 will not be compatible with shader 3.0 or it will run regarding windows controls with DX: 1- can we build application ...Show All
LeoXue Min. Requirements to PLAY
hi, sorry if this is explained somewhere and i just can't find it... i can see the min. requirements to *develop* the games, but what are the min. requirements to *play* the games we develop i can't get my game to run on any machine but my own. either .net isn't there (and *won't* install either), or they're not running WinXP. it seems like getting our games out there isn't very easy. the funny thing is, my PC doesn't support XNA completely -- i can only draw sprites, no 3D stuff -- so i made a simple game that's only using sprites. that means even something this simple isn't running on any machine but mine ! it's going to be hard to generate interest in our games if noone else can play them... finally, shouldn't the "r ...Show All
Heinz09 Texture diffusing...
Hi all - my question is how can I get textures when drawn not to diffuse. This happens when the destination rectangle is bigger than the source rectangle - instead I just wnat to "magnify" the image...stretching the texture out horizontlaly, vertically, or both. With everything I try I either get diffusion (i.e. the image fades as it is stretched, making it semi-transparent), or I get pure black. :S Please tell me what I need to do if possible - thanks very much. Alex Great, thanks for helping me with this. Sorry but two one more quick questions If you don't mind. #1 I've tried to configure my TextureCreationParameters to load the texture transparently, but whatever I do to fiddle with it, it r ...Show All
Chad D. Morgan Advanced shader question
There is a sample that comes with Nvidia's SDK that produces a texture from a Generate Noise function. The function is not part of any output of any technique for the effect. The sample works within FX Composer. Can anyone point out to me how I can do the same from an XNA project I'm thinking that FX Composer is auto-generating a shader, but I'm hoping the answer isn't as complicated as that. /* Volumetric flame effect based on Yury Uralsky's "Volumetric Fire" http://www.cgshaders.org/shaders/show.php id=39 This revolves a cross section of a flame image around the Y axis to produce a cylindrical volume, and then perturbs the texture coordinates with 4 octaves of animated 3D procedural noise to produce the flame eff ...Show All
Socrates Kapetaneas How do I apply a material made in 3DS Max to a model in my XNA game?
I want to use 3DS Max to make a material and then use that material on a model in my game. The following is what I'm trying to do to accomplish this. Advice on any step would be appreciated as I'm lost in several areas. Step 1) Create a material in 3DS Max . Ok I can do that. Step 2) Export the material as a .fx file. I can do that too. But when I do, 3DS Max generates a .hlsl file in addition to the .fx file. What do I do with that file In the XNA docs, there is info on how to implement pipeline stuff to import HLSL source files. Should I do that If I do do that, how do I tie the resulting PixelShader to my model Also, my texture and bump maps in my material aren't saved along with the .fx file... how do I get those into my Effect i ...Show All
Tom_Liu How to detect Sound Device in voice chat?
How can I detect the sound device Which "namespace" is required And what type is its input sound data is it binary How can I change the sound data to binary Thank you for answer. You need DirectX SDK to do such type of thing. In C# there is nothing like that to do what you want. You have to use Direct Sound's namespaces in C# to do such type of thing. For more information see Managed DirectX 9's Help on microsoft website or search through google! Best Regards, ...Show All
SP534 The Plugin for 3D Studio Max didn't come with the DirectX SDK Aug 2006.
I installed the DirectX 10 SDK Aug 2006. In the documentation, it said I was supposed to find the 3DSMax plugin in the folder "Microsoft DirectX SDK (August 2006)\Utilities\Bin\PlugIns". But there are only two sub-folders in it, Maya and Photoshop. There was supposed to be a 3DSMax folder in it too. Can anybody please tell me an easy way to seperately get the 3DSMax plugin installed (I'm talking about the plugin to import and export to the .x format) I have the 3dsmax 8 version. Actually the problem is that the SDK doesn't contain any plugin at all for 3dsmax. But since you've told me to look for a 3rd party plugin, I'll do that. Thnx. Wow. Thnx a lot for the info! As the only version that is in the sdk i ...Show All
Mr Pro Tools Please Help
Hello Please I am new in directx and I have a big problem from my first time ,when trying to draw a simple triangle on a form using directx... I wrote this down in C++ Clr (using directx manage),which i took it from a book, it is simple, and I fully understand each part of it :- PresentParameters^ p=gcnew PresentParameters(); p->Windowed::set(true); p->SwapEffect::set(SwapEffect::Discard); Device ^device=gcnew Device(0,DeviceType::Hardware,this,CreateFlags::SoftwareVertexProcessing,p); array<CustomVertex::TransformedColored^,1> ^verts=gcnew array<CustomVertex::TransformedColored^,1>(3); verts[0]=gcnew CustomVertex::TransformedColored(Vector4(this->Width/2.0f,50.0f,0.5f,1.0f),1); verts[1]=gcnew CustomV ...Show All
Honza N Several REF/Runtime/documentation bugs/suggestions
Hi, everybody. I've been doing things with D3D10 for some time and I must say that I'm overall impressed, it's a very good piece of software. However, there are some things I'd like to see improved. The first one is improvement of documentation - I hope, that it will be done before release :) There are lots of problems here - some wrong (SampleLevel parameters) / missing (how to use SampleCmp - it never says it needs a SampleComparisonState, in fact it does not even mention such type anywhere - I found it in fxc10.exe; pitch behaviour for block-compressed textures (it is not mentioned in docs as it was in D3D9, though it was different from D3D9 in June SDK - and was changed in August SDK to D3D9 way); the deprecation of BGRA fo ...Show All
MuscleHead Dream Build Play today?
Well it's just gone 9am UK time and as it's the last day of January I assume that the Dream Build Play website will go live today I hope so. I just checked the site and no updates. At least they already said there will be enough time for anyone. I can't wait to see more details. Of course, I keep working on my game even if the contest didn't start yet, but I'm awfully curious about everything. The longer that website takes to come out, the better. My game is hinging on the animation sample. I hope they give us till at least April to get it finished. They said January. They never said anyth ...Show All
__ButterFly__ How to ensure that XNA succeeds
fostering the non-commercial game developer community is a great idea. however I think it would be more effective if you: 1) allow sharing of binary versions of the games. 2) provide a place on XBL where developers can publish their games (in binary and/or source form, possibly with gotdotnet-style source control). build a community around the games: high-scores, forums, multiplayer, etc... 3) prodive a cheaper 'read-only' membership to the XNA club so non-developers can enjoy these homebrew games. From what I understand the binaries need to be signed to run on your xbox right It would be nice if you could outline what it takes for a managed binary to run on the Xbox 360, then I'm pretty su ...Show All
Santhosh Pallikara BoundingFrustum-member gjk?
Hey.... I'm trying to use the BoundingFrustum-structure. When I create my instance of BoundingFrustum, I pass my viewprojection-matrix. But when I try to access the instance afterwards, it fails on a null-reference. I can see that the gjk-member of my frustum is null.... Anyone has any clues what to do thanks in advance...! Ah yes, that'll do... Thanks! :) Sorry, I was a bit vague in my initial problem-description. I tried it out and it does generate the exception like you said. There's an internal problem with the implementation of the == and != operators. It's definitely a bug that should be reported, if it hasn't been already. In the meantime, as a workaround, you c ...Show All
