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  • Re: XNA Quits After Assigning Texture to Custum Class

    [quote user="Nuvious"]public Texture2D texture {   get   {     return texture;   }   set   {     texture = value;   } }[/quote] Property returning/assigning itself causes stack overflow, right? :]
    Posted to XNA Framework (Forum) by Lost C1tY on 13/09/2009
  • Re: Adding assemblies to Visual Studio's assembly list.

    [quote user="Stephen Styrchak"]The correct key to use is this one: HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\XNA\AssemblyFolders\v3.1\Xbox 360\AssemblyFoldersEx [/quote] That did the trick, thanks mate.
    Posted to XNA Framework (Forum) by Lost C1tY on 04/09/2009
  • Re: Animation indexing?

    As far as I remember, the Autodesk FBX export plugin only supports a single "take" of animation. There's a number of ways around this; you could grab the model at the content processor stage and then use some extra information stored in .xml or some such and manually split the master animation from the exporter. Or you could use a ...
    Posted to XNA Framework (Forum) by Lost C1tY on 03/09/2009
  • Re: WinForms/Game Troubles - Redesign Suggestion

    It's probably beneficial to use the game class in an editor for several reasons. I wrote a small example project for a guy on IRC, that shows how to run XNA in WinForms. Or rather, it shows how to run WinForms in XNA, basically it just grabs an IntPtr to a control on the form, and uses it in a call to GraphicsDevice.Present. I'm ...
    Posted to XNA Framework (Forum) by Lost C1tY on 03/09/2009
  • Re: Adding assemblies to Visual Studio's assembly list.

    [quote user="MrLeebo"]That method seems to be overkill. Why do you want your assemblies to be in a separate directory instead of with the game? Also, what's the point of writing an installer for an Xbox 360 game when you can't actually run an installer on a 360?[/quote] It seems fairly common for developer tools ...
    Posted to XNA Framework (Forum) by Lost C1tY on 03/09/2009
  • Adding assemblies to Visual Studio's assembly list.

    I'm in the process of writing an installer for an open source skeletal animation tool based on the Animation Component library. As part of the install process I would like to add the .dll files to the Add assembly list in VS, which is something that was fairly straightforward for windows projects; I added a new registry key under ...
    Posted to XNA Framework (Forum) by Lost C1tY on 03/09/2009
  • Re: Debugging HLSL shaders

    PIX is still probably the best option for debugging D3D code. Alternatively there's nVidia Shader Debugger which is available for free under an educational license, or AMD/Ati PerfStudio 2.0. Both of which feature step-through debuggers for GLSL/HLSL with all the standard variable inspection tools like Watch and Autos. However, if you ...
    Posted to Direct3D (Forum) by Lost C1tY on 17/08/2009
  • Re: ShatterEffect question

    I downloaded the sample and took a peek at the HLSL. It appears that the float4x4 constant "World" is only used to calculate vector positions in world space for lighting purposes. In SetUpEffect(,..) change ...
  • Re: GTA IV fails peer review (light-hearted)

    [quote user="UberGeekGames"]"Play the game more technically advanced than Grand Theft Auto!" [/quote] Assuming that technical advancement is measured in correctly assigned player indices, and not universal acclaim for technical advancement. :)
    Posted to General (Forum) by Lost C1tY on 16/08/2009
  • Re: 2060 Cyber Racer / Cyber Car / BluePrint Racer = SAME GAME

    If I'm reading that correctly: you're saying that you feel ripped off because someone ripped off the ideas that you ripped off, because you ripped them off first? - In any case, this probably isn't the place to discuss it. :)
    Posted to General (Forum) by Lost C1tY on 06/06/2009
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