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bloom post proccess on zune

Last post 5/9/2008 12:04 PM by Shawn Hargreaves. 5 replies.
  • 5/9/2008 1:00 AM

    bloom post proccess on zune

    Is it not supported by zune?

    Error 1 Building content threw ArgumentOutOfRangeException: The target platform "Zune" is invalid. Supported values are Windows, Xbox360.
    Parameter name: context
    Actual value was Zune.
       at Microsoft.Xna.Framework.Content.Pipeline.Processors.EffectProcessor.Process(EffectContent input, ContentProcessorContext context)
       at Microsoft.Xna.Framework.Content.Pipeline.ContentProcessor`2.Microsoft.Xna.Framework.Content.Pipeline.IContentProcessor.Process(Object input, ContentProcessorContext context)
       at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.BuildAssetWorker(BuildItem item)
       at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.BuildAsset(BuildItem item)
       at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.RunTheBuild()
       at Microsoft.Xna.Framework.Content.Pipeline.Tasks.BuildContent.RemoteProxy.RunTheBuild(BuildCoordinatorSettings settings, TimestampCache timestampCache, ITaskItem[] sourceAssets, String[]& outputContent, String[]& rebuiltContent, String[]& intermediates, Dictionary`2& dependencyTimestamps, KeyValuePair`2[]& warnings) C:\Documents and Settings\Name\My Documents\Visual Studio 2008\Projects\Tetris\Tetris\Content\Effects\DirtyBloomPostProcessing.fx Tetris

  • 5/9/2008 1:01 AM In reply to

    Re: bloom post proccess on zune

    No. The Zune has no GPU and as such cannot use those effects. That's what the content pipeline was telling you is that you can only build effects for Windows or Xbox 360; not Zune.
  • 5/9/2008 1:19 AM In reply to

    Re: bloom post proccess on zune

    Okay, thanks for the quick reply!
  • 5/9/2008 2:48 AM In reply to

    Re: bloom post proccess on zune

    I wonder if you could write something to do a bloom-like effect with spritebatch stuff? I haven't looked into any Zune stuff yet, so I have no idea of its limitations. Can you use .fx stuff whatsoever? I know SpriteBatch is really a shader, maybe the zune is limited to only that one shader.
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  • 5/9/2008 2:49 AM In reply to

    Re: bloom post proccess on zune

    No shaders whatsoever. I believe SpriteBatch was re-implemented on Zune without any shaders as well. So to do any sort of effects, you'd have to write some C# code to manipulate textures to get the effect. Thankfully it's not as slow as modifying textures on PC/360 where it has to get the data from a GPU, but I'm not sure how many cycles you can dedicate to something like that and still get decent performance elsewhere.
  • 5/9/2008 12:04 PM In reply to

    Re: bloom post proccess on zune

    On the other hand, that error message isn't exactly the most intuitive in the world :-)

    I'll file a bug for us to improve it.
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