Answer Questions
Emre Çetinkaya Building a Class repository but I have Namespace issues.
You'll have to forgive the no doubt "simplicity" of this question but please bear with me. I am currently writing lots of small projects to learn different aspects of how C# and XNA both work. This is pretty much the first major involvement in a class based language that I have really dug into and it is certainly one where I have encountered namespaces and had to take notice of them. My plan is to build a set of classes that any new project can have access to (gameObjects, cameras etc...), ideally in a central location to all projects. Every class I create has a Namespace associated with it which means every time I try and use it from a different project, I have to add the class to the project and then change the Namespace. ...Show All
Roy mm SpriteBatch.Draw(..., float layerDepth) No Longer Works For Me
I guess that the deprecated BeginScene() used to automatically changed some device states in order to make it possible for layerDepth to work. But since that function is gone in Beta 2, I no longer know how to automatically depth order my textures. Is there a set of device states I need to be in to get this automatic sorting If not, I'll just write my own sorting code. Thanks! bryanedds wrote: SpriteSortMode.Textures doesn't seem to work either. I'm currently impl'g my own sort algorithm. Really If you have a repro app that demonstrates this problem, please file a bug over on the connect site and attach your test code so we can take a look at it. Lima Beans wrote: Shawn Hargreaves - MSFT wro ...Show All
tlc660 XNAInvaders
My first release of XNAInvaders is available. Its currently binary only (source will be released when its a bit more completed). Anyway more details and download can be found here. Will be interested in any comments/feedback Cheers Andy Its fixed now (don't you hate late night posting :)) Well, I've been waiting to play your game all day after I saw your post (had to wait until I got home) and I was not disappointed. Very nice! I'm really looking forward to seeing your source. I yet to branch out into the 3D realm, sticking with the 2D stuff, but I really like the way that turned out. I also need to add your site to my list of links as well, so I'm going to go correct ...Show All
pavc Saving model to .x file
Because XNA doesn't yet support mesh saving functionality, I'm using MDX to save a model to a .x file. This is the code I'm using: meshTerrain = new Mesh((WIDTH - 1) * (HEIGHT - 1) * 2, WIDTH * HEIGHT, MeshFlags.Managed, CustomVertex.PositionTextured.Format, device); meshTerrain.SetVertexBufferData(vertices, LockFlags.None); meshTerrain.SetIndexBufferData(indices, LockFlags.None); int[] adjac = new int[meshTerrain.NumberFaces * 3]; ...Show All
Martin2233 persistent backbuffer OR renderTarget (on 360) possible?
I want to disable backbuffer clear. Though I have removed the Clear from my draw func it still gets cleared to black on Xbox360. Run the same thing on PC and the mystery clear doesn't happen (stuff I'm drawing correctly smears across the screen). I also tried to workaround w/ ResolveBackBuffer to a texture and draw this back at the beginning of each frame but thats not working for me either. In this case my Draw() looks like: Draw Backing Texture using Quad Draw new items ResolveBackBuffer -> Backing Texture I even tried double buffering the backing texture w/ no luck. Thirdly, I tried RenderTargets, but they also seemed to be getting cleared each frame as well! I would think there's gotta be a way for rendertarget contents ...Show All
LiamD Cross-Platform builds with one project file
Ok ... so here's what I'm looking to do. I wanted to have one .csproj file that I could build both windows and xbox360 from. The code could use the XBOX360 #define when the platform was set to "XBox 360" to compile platform specific code. Below you will find my attempt at building such a project file -- unfortunately, VS says that this project type is not supported by this installation :-( Admittedly, I'm not an msbuild expert, but there's gotta be a way of doing this ... any ideas if not, perhaps we could start a conversation about how to be able to build for either platform from one codebase :-) <Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <Property ...Show All
Son_seph14 XNA GSE and Vista
So here's a quick question. I'm pretty sure it's been asked before but none of the combinations I can think of give a definitive answer for me. I'll make this one quick and to the point. Are there any known compat issues with GSE and Vista RTM (currently using Vista Business). Let me know I have completed the install and it seems to be working fine. You do need to make sure that you install VCE and all of the service packs, then install the XNA and SE Systems. But the tip is that you need to run a command propmt with the elevated permissions, then run each of the setups from that command propmt.... not there GUI Interfaces. Here are some of the links for the Vista and Visual Studio Parts. Microsoft Visual Studio 200 ...Show All
deji101 Case of the Mysterious Opacity
Hi everyone. I don't post here much, but I've had the strangest situation come up, and I thought I'd share about it, and see if any of you have had similar incidents, or possibly know the reason behind it. I created a simple polygon shape made from three triangles. I made it semi-transparent using an alpha level of 0.5, I believe. On top of it I draw some text. The point of it is to be a semi-transparent label that I draw on top of other direct3D polygons I'm displaying. In general, it works great. However, some of the items do not show up behind some of the labels. Instead, they act as if the label is opaque, even though the same label will behave as transparent if I drag it over different polygons. And, to make matters more confusing, th ...Show All
boulderbum More XBOX 360 Controller Button Graphics
http://360p.blogspot.com/2006/09/xbox-360-controller-button-graphics.html I know there was some others posted before, but a little choice never hurt anyone. I made these for my own game, but I figured other people might like them too. Cheers! [edited because I didn't realise this forum doesn't auto-link urls ] Thanks! Those look great. Very nice. I've been looking for button graphics. Thanks, very nice! Groovy. Thanks for the pics! Very cool freebie, thanks :-) Your welcome guys, glad you like them. Even after all this time, these darn buttons are still ...Show All
JBartz XNA tutorial!!! PLEASE!
Hi. Can someone write me a little tutorial that teach me how use XNA Game Studio Express (beta1) I've downloaded it but I don't know how use it. I'm good in C# programming but i've never used Visual C# 2005 Express. How can I use the Spacewar Example with Visual C# Please Help Me!!! Which are the line of code to modify and what i have to write to make it work with the keyboard thanks fro replying See http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=682463 for keyboard with spacewar. I don't know becuase I didn't look into the code that deeply. thx. this works ;) i bet, that thousands of freaks are testing and playing with the XNA... ...Show All
darkwarrior0404 Two things: Shadows and Animated Meshes
I have two different questions. I'm a C# newbie (been doing coding in various languages for quite sometime, so must of my C# issues are syntax related usually), and a 3D graphics programming newbie (though I've been doing 3D modelling etc for quite a while...up until now the apps have been doing my pictures for me) First off I made a very simple animated FBX, just using recorded keyframes and basic transformations (not going to start out trying to mess with a skinned mesh or anything!). I can load it into the content manager and view it using the basic tutorial model viewer. How would I go about cycling through the animation frames Is there an easy way to do it in GSE or is this a complicated process Also I have another little project wit ...Show All
jodv XNA with other languages
Hello, my name is Brian i am an Indie developer looking into the XNA. My question is, will XNA ever be able to be used with VB.net and will microsoft allow it as a language to be used whilst creating Xbox 360 and Windows games than you. C# has been easy so far just the occasional mistake in if statements and forgetting the semi-colon and creating objects were a bit tricky..lol. But im impressed with it btw thanks for that site it helps ALOT, any tips you may have to pass on Ahhh thats good :-P i was hoping they weent just focusing on 2D development. I have another question, the XNA is out there to make game development easie ...Show All
dfox mxyzptlk Fullscreen Flickering on Present()
I followed the documentation for running an XNA application full screen, but I've run into a problem. When I call graphics.GraphicsDevice.Present() (assuming "graphics" is my GraphicsDeviceManager object), it causes flickering in fullscreen mode. If I don't call Present(), no flickering occurs, and everything seems to be displayed properly, but when I call Present(), there is white flickering and some image distortion. All I'm doing is setting IsFullscreen to "true". The resolution is 800x600. I'm clearing the screen, drawing a background, and some other images. If I leave out the Present() call, it seems to work. This leads me to a related question as well. I thought "Present()" swapped the buffer ...Show All
Wendy S How easy is to make effects in XNA?
Hi friends, Regarding effects in XNA: Would it be correct to say that it is easier to make/add an effect in XNA than in DX Does XNA already have some shader models Which is the easiness that XNA supplies for working with effects Thanks in advance You can check out what features the BasicEffect supports by looking at the class reference: http://msdn2.microsoft.com/en-us/library/microsoft.xna.framework.graphics.basiceffect.aspx Special features that make it more productive for beginners ... hmm ... that's kind of a subjective one there. Feature for feature, it offers roughly the same functionality as unmanaged and managed directX. XNA as a framework is (IMO) a pretty nice API that could make ...Show All
Sudheer Palyam Lightmaps
Can anyone point or explain how to deal with lightmap in a hlsl shader I managed to render my lightmaps in a single pass by using a multiply but I dont wan't the lightmap to use the texcoord from my poly since I want them to stretch and fill the polygon. thanks You have to author the mesh using multiple texture coordinates; once you do that, you get two texture coordinates per vertex. The NuXporter plug-in for the DeleD level editor will export .X files with multiple texture coordinates, where the second set matches the light maps that DeleD will generate. (There's a free demo of DeleD for download, too) Also, the kW X-porter for 3ds Max 8 and 9 will export multiple texture coordinate sets, to use for li ...Show All
