Answer Questions
Jeff54 XNA has it's own GamePad DeadZone?
I've been looking at the output of the thumbsticks, and it appears a value less than 24% (0.24) is ever returned. I know it's very important to implement deadzone in your programs, but why has it been done for us Someone may want to write a game that needs a smaller deadzone, but as far as I can tell it would be impossible given we don't have full access to the output right the way from 0 to 1. Is this behaviour intentional Many thanks, Adam Miles Hmm my mistake. I wasn't registered for connect. The generic "Page not Found" they serve when you click one of those links and aren't already registered is pretty horrible from a user confusion perspective. Anyway, I'm aware of what the deadzone i ...Show All
Heng-yi Liu Fisheye Environment Map 3D Hemisphire
Hi, i have a question about fisheyes. I am thinking of making an application 3D application from a fisheye texture map. I would like to take the image from a camera, with a fisheye lense (a one shot process to get a good field of view). I would then like to reconstruct the fisheye such that it is as if i am behind the camera again and i can look around. So my ideas are, can i map this fisheye to the inside of a hemisphere (which is the same shape as the fisheye lense), place a camera in the middle of the hemisphere and rotate the camera around Would the fisheye texture perspective would be corrected again I have seen fisheye maps converted to cubes, which have then been used to map the environment (such as halflife 1 large backgrounds - t ...Show All
_M_ RenderTarget2D rendered with garbage all over it
Hi I've got a 2D project where the world is rendered to a 1024x1024 RenderTarget2D texture, then that texture is drawn to the backbuffer. It works fine on my laptop. On my desktop, however, the RenderTarget2D texture is drawn with an overlay of garbage consisting partly of a frame of a DVD I was watching on the other display. I'm clearing the RenderTarget2D texture properly, and everything is drawn properly, but when this texture is drawn to the backbuffer it receives a nicely alpha blended amount of garbage that covers the entire texture. So I can see everything rendered perfectly on the RenderTarget2D texture, it's just covered with translucent garbage. Sorry, I can't get any shots now. When I get home from work I'll get right on that, a ...Show All
andyedw Auditioning not working on Windows
Using the XACT GUI, I have been unable to get anything to play through auditioning. I start and connect to the XACT Audio Console, get no errors, but the sounds just don't play. The in-game sound works fine. Anyone else experience this It seems that there is a problem in XACT v 2.0 tool (from August SDK). We are running here into the same trouble: Two different computers, one with Windows XP Pro and one with Windows XP Home Edition - (German). Tried to play a sound file in XACT Sound bank and receive the error dialog: "Could not connect to Windows Auditioning Server". Tried to launch AudConsole in a console window. Just receive the message: "Waiting for the XACT authoring tool to c ...Show All
AzurianArcher Unified Input
It's my biggest gripe about XNA and directx, there's no unified input... I don't have a 360 controller hooked to my pc, not even sure if that is possible... is it Anyhow, since i took the whole unified input idea from Lynn T Harrison's book, i'll share it here in hopes that people can email me suggestions and feedback. The enum translations aren't finished yet and the InputManager is a singleton (i'm on a singleton kick lately don't know why), and obviously the gamepad implementation isn't finished. Hopefully you can sortof see where i was headed with the 360 implementation... wel here it is, i guess email me at jhered at yahoo com if you have suggestions. Cool move. If you have ...Show All
Closer Camera Help
Hey all im trying to get my camera to work properly i want it positioned behind the model at a certain distance which i have done, but when i turn my avatar i want my camera to turn with it at a proportional distance . right now i can get the camera to turn and follow my avatar from a fixed position easy just put the model position in cameratarget, I can also get the camera to stay behind the avatar at a fixed position but when it follows the model it doesn't turn with it. can i get some help here i can't figure out how to get the code to work so it follows the model and also turns with it so its always behind below is my code minus some of the unneeded code.. public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceMana ...Show All
Sorrythedisplaynameyouhaveentere Does XNA Game Studio Express Work On MSVS2005 Professional?
Hello, Does XNA Game Studio Express Work On MSVS2005 Professional Or Need C# Express I Have Now MSVS2005 Professional Edition On My PC Can I Install Over It VC# Express Without Problems Try a little legwork yourself and search the forum for the answer... Yes they can all be installed side by side without a problem. The game studio Express system will only work with C# Express. So yes you need VS C# Express. Game Studio Express Homepage http://msdn.microsoft.com/directx/xna/gse/ XNA FAQ http://msdn.microsoft.com/directx/xna/faq/ Thx Man ...Show All
Badajoz95 Hope Xbox360 can support Flash File(*.swf) !
xbox360 is a good TV Console, can use XNA tools make game by myself, but now,flash game is much more other on internet, I hope make flash game on Xbox360. It's fun. Well, I believe flash uses opengl as it's rendering core, xbox 360 only supports d3d afaik... However, I believe there was a flash wrapper written for the Ogre3D engine, however that's still C++ not C#. In short, it would be pretty tough if not impossible. There are alternatives however, you should look into Garage game's XNA game framework, it's a neat tool that allows you to easily create 2D scrolling games (drag and drop graphics, scripting, etc) fun stuff. With enough work, you may be able to use it as a gui system for your ow ...Show All
jingxigirl Non axis aligned bounding boxes
Tried rotating my bounding boxes, when my picking stopped working I realized they're meant to be axis aligned only. Can anyone point me towards code for non AABBs that would also support intersection with a Ray object Cheers Thanks, Couple of things Just to make sure, regarding the direction vector's matrix first transpose then invert or the other way around Secondly (and sorry for going all linear ;)). I get what the inverse gives us - mathematically speaking. But what does the transpose do Cheers Collision between a ray and an oriented bounding box is the same as a ray with an axis aligned bounding box. Simply transform the ray by the inverse transform of the oriented bounding box then check the collision with the ray a ...Show All
Aabra Save Buffer Image
First off, let me state that I'm relatively new to game programming... As I understand it, I am supposed to draw all my 2D sprites to a buffer, then show the buffer, is this correct If this is correct, is there a way to draw buffer1 and save a specified portion of it to buffer2, then save buffer2 as an image, without ever displaying either of the buffers ...Show All
P.H. XNA Download?
How do I get to the XNA download on Live Marketplace I looked for quite some time. Maybe its my eyes.... Patience, grasshopper. My advice is that you check your Xbox on Monday, Dec 11th It's not currently available yet for download from Live Marketplace. The official release isn't until the 11th of December so it's not your eyes. 12:01 a.m., right ! Not quite that early Normally I'd say, "sometime near when the sun comes up", but that only applies to my timezone I live in that timezone too David, so I'm going to hold you to that ;) ...Show All
Pranav Garg Managed DirectX vs Native DirectX performance
Greetings, I'm sure many people asked this before but no one has ever been able to answer this for me :( I've searched high and low (on this forum too) but theres no answer to this question: Whats the performance difference between MDX and DX I'm currently writing a little 2D engine in MDX, and its quite fun to do! But it doesn't perform that well, I've managed to get a few performance gains due to me revising my own code, but it just doesn't quite cut it. Also when is this MDX 2.0 gonna be released Or is that XNA And what are the main differences between MDX1 and XNA Thanks in advance. Managed DX is basically a wrapper for the DX API. If you're not getting performance near that of native C++ and DirectX your code pro ...Show All
tee_user5 Camera translation in a 2D environment
I'm trying to build a platformer, but I can't figure out how to do camera translation in the 2D space. I'm using sprites for the environment and characters... How would I achieve camera movement in this situation I've tried messing around with the BasicEffect class (since I read on the forum that that's where you should move the camera), but to no avail. Thanks in advance. I've just written a camera class that now gives me the flexibilty to pass an object to it and the camera will follow it. I did it to test out my sprite class, if you would like to have a look at the project, I could send it to you, or I can stick it on my website and post a link if other would like a laugh All I do now is do ...Show All
azbwilcox SpriteBlendMode - Premultiplied alpha
So, many people that have done lots of graphics programming know that premultiplied alpha is fantastic ... sadly it seems like there's no support for it in the Sprite system. The only Sprite blending options are Additive and regular Alpha blending. Is there some other way to get the effect of premultiplied alpha (Src + Dst * (1-Src_A)) Obviously I could switch to using the 3D functions to render everything, but given the advantages of premultiplied alpha, it would be really nice if the simpler 2D path supported it. If you call SpriteBatch.Begin with SpriteSortModeImmediate, you should then be able to change the Sorce and Dest Blend values to whatever you like before you call Draw. You can use any bl ...Show All
71EFBB98-D1FE-4eff-BAC5-F94AC74 general use of XNA vertex types?
I am trying to create some methods to manipulate various parts of the XNA vertex structs. I want to be able to pass all the different vertex types as arguments to these methods. Because they are structs they don't derive from a base class other than ValueType. If I use ValueType as the parameter I don't have access to the propertys of the vertex. Is this a case where refelection would be usefull Can anyone help me find a way to write a method that can access the position property of any type of vertex. I hope I have been clear enough. Thanks. If at all possible, can you move your processing to build time At build time, you can make use of Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexContent ...Show All
