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  • Re: Xbox 360 effect compiler: loop does not terminate?

    I managed to get it to compile by doing this: float4x4 World; float4x4 View; float4x4 Projection; #define MAX_LIGHTS 10 int NumLights; struct VertexShaderInput {     float4 Position : POSITION0; }; struct VertexShaderOutput {     float4 Position : ...
    Posted to XNA Framework (Forum) by MJP on 11/17/2009
  • Re: More shader problems

    The latest version is August 2009, but March 2009 should work for this just fine. When you debug a shader there should be one tab showing the HLSL source, and another called "Disassembly" that shows the ASM. Picture
    Posted to XNA Framework (Forum) by MJP on 11/14/2009
  • Re: Xbox 360 effect compiler: loop does not terminate?

    What is NumLights? Is it a uniform variable that's changed at runtime? If so you might want to use the "loop" attribute, to make sure that the compiler doesn't try to unroll that loop.
    Posted to XNA Framework (Forum) by MJP on 11/14/2009
  • Re: normal map & custom vertex problem

    Are you using SizeInBytes anywhere? Because it's wrong (it should be sizeof(float) * 11, not 14).
    Posted to XNA Framework (Forum) by MJP on 11/8/2009
  • Re: Content building at runtime

    I don't remember off the top of my head, but properties are probably set by adding metadata to the BuildItem added to the temporary MSBuild project (metadata is added by calling BuildItem.SetMetadata).  Usually what I do when I need to figure out how something is done for a Content project, is I'll do it in Visual Studio and then look ...
    Posted to General (Forum) by MJP on 11/8/2009
  • Re: XNA vs AAA 360 games

    The code that comes in the UDK is actually UnrealScript...this code is interpreted by the engine and typically contains all of the gameplay logic. When a big commercial dev studio licenses Unreal Engine 3 they don't just get the editor and tools, they get all of the (native C++) source code to the engine as well.  Many of them will highly ...
    Posted to General (Forum) by MJP on 11/7/2009
  • Re: Ribbon UI worth a shot?

    [quote user="Foxman"]You also have to use WPF in order to make use of the Ribbon UI, so if you don't have any experience with WPF, then that will add another layer of complexity to your project. Also, implementing the Ribbon UI correctly is somewhat challenging from a design standpoint.[/quote] Nah it's actually a native API ...
    Posted to General (Forum) by MJP on 11/6/2009
  • Re: View & Projection matrix for diretional light shadow mapping

    You don't want to use "0" and "clipDistance" as your zNear and zFar parameters.  You want to use -max.Z as your zNear, and -min.Z as your zFar.  Otherwise your zFar won't be large enough. Also if you have any other questions about that ziggyware article feel free to ask, since I wrote it. The code in ...
    Posted to General (Forum) by MJP on 11/6/2009
  • Re: Shared ContentManager

    [quote user="Olle Hakansson"]Heya, I'm trying to use some shaders in both my game and editor projects. I was hoping to add them as normal content in my Shared project, but I can't figure out how I would then access the content. The ContentManager constructor seems to assume that you want to load content from the same project. Is ...
    Posted to XNA Framework Content Pipeline (Forum) by MJP on 11/3/2009
  • Re: Using C++ classes?

    If you have the source code then I think you'd have a lot more luck with trying to convert it to unsafe C# code.
    Posted to XNA Framework (Forum) by MJP on 11/2/2009
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