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The output folder structure for build outputs is a mirror of the folder structure for the source asset files. If you reference source asset files that are not nested inside the root of your source content folder, their outputs will go in the root of the output.
I'm guessing that your textures live in some other path that is not a ...
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Matrix.CreatePerspectiveFieldOfView works fine.
What it does is actually identical to the code Stainless posted, except that he's ignoring the aspect ratio parameter. You could get the exact same results as his example by calling Matrix.CreatePerspectiveFieldOfView with aspectRatio = 1.
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This is normal. The game loop will busy-wait if your Update and Draw complete before it is time for the next frame, as opposed to putting the CPU to sleep, because Windows does not provide sufficiently high precision sleep operations to do that without a high risk of missing the next frame. It's not using 100% of your CPU (since ...
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Look in the debugger at the point where this exception occurs. What is the value of the rectangle you are passing to the GetData call? What is the value of pixelCount? What is the width, height, and format of the texture you are reading from?
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You can load an .xnb at any point through the ContentManager, by calling ContentManager.Load in the usual way.
However, doing this will cause problems if you are cross-compiling (building content for any platform other than Windows). For instance if you are building for Xbox, you will have produced Xbox format output .xnb files, which you can ...
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http://msdn.microsoft.com/en-us/library/microsoft.xna.framework.net.networkgamer.roundtriptime.aspx
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[quote user="s021666"]I dont know if it means anything but the device is attached to a UserControl object which is then Dock.Filled into a Form. But on Resizing both the UserControl and the Form changes Width and Height?[/quote]
Check out the WinForms Graphics Device sample (in the education section on this site) for a robust ...
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[quote user="Der Konig"]Is there some other cons of a "Game Loop with Constant Game Speed
independent of Variable FPS" except the need of interpolation?[/quote]
That's a good approach if you want to render locked to monitor refresh rate while supporting a wide range of possible refresh rates (thus tends to be ...
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But how can that even work? Independently sorting four quarters of an array is not the same thing as sorting the entire array...
You will still need to merge the four quarters back together, then sort this merged result. Even with a carefully crafted merging algorithm, I find it hard to imagine how this extra synchronization work (and ...
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Does this project reference any custom content pipeline assemblies?