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  • Re: Rendertarget texture is dark on my Xbox

    The problem is, I want to do a random texture so Im using thousands of images that I render to a target. Rendering these each frame is impossible, there is just to many small objects. I guess that I could try making one massive rendertarget that all the tiles share, but I dont have high hopes. What makes me confused is that it does somehow ...
    Posted to Direct3D (Forum) by Fabian Viking on 11/7/2009
  • Re: Rendertarget texture is dark on my Xbox

    After looking around, my guess is that the problem does occur from using multiple rendertargets, the xbox doesn't somehow like that, see here: http://msdn.microsoft.com/en-us/library/bb203938%28XNAGameStudio.10%29.aspx The problem is that MSDN is out of date and the examples in it does no longer work. I guess this will take a few ...
    Posted to Direct3D (Forum) by Fabian Viking on 11/7/2009
  • Re: Rendertarget texture is dark on my Xbox

    Im only drawing the texture once and I have no fog (that would show in the PC too). Except from being dark its very noisy too, like a bad TV reception. My girlfriend is blocking the TV, I will add a link to the project instead (in a ...
    Posted to Direct3D (Forum) by Fabian Viking on 11/7/2009
  • Re: Why access private variable with public get set

    I recommend reading this book, it is very good at explaining this type of questions: http://www.robmiles.com/c-yellow-book/
    Posted to General (Forum) by Fabian Viking on 11/6/2009
  • Re: Question. Do i fail over this code4

    [quote user="Traeuma"]Are you aware of how slow file access is on Xbox360? If you only load 10 large files the File.Exists calls doesn't matter at all but if you have a game that loads 300 small files at once and the initial loading time nearly doubles because of the File.Exists calls this is often not acceptable for the ...
    Posted to General (Forum) by Fabian Viking on 11/6/2009
  • Rendertarget texture is dark on my Xbox

    I have a mesh with a texture from a rendertarget. On my PC it works perfect, but on my xbox the texture gets darker the further away I pull the camera, until it's only a black surface. I tried different shaders, but it doesn't change anything. Im pretty sure it have something to do with the rendertarget, if I use a normally loaded ...
    Posted to Direct3D (Forum) by Fabian Viking on 11/6/2009
  • How to get multiple Texture2D from one Rendertarget, target reuse problem.

    In short my problem looks like this: I have a heightmap that I use random generated texture on. I have 9 tiles on each map. I have a render target that is 2000*2000pix. For each tile I draw the texture to the target, I use target.GetTexture2D() to add the texture to a heightmap. Problem is when I draw the next tile it also changes the ...
    Posted to Direct3D (Forum) by Fabian Viking on 11/5/2009
  • Re: using gametime to control velocity

    There is no complicated thing using gametime, you just cant be that lazy.
    Posted to Game Algorithms (Forum) by Fabian Viking on 10/5/2009
  • Re: Evil Checklist Discussion thread.

    [quote user="Swampopus"]I would tend to agree, but I have a developer who is arguing with me over it, and accusing me of singling him out for failure.  According to him... "The game is controllable from controller #2. This is not a fail for that reason."  This was his response after I pointed him to Test case 1, ...
    Posted to General (Forum) by Fabian Viking on 10/5/2009
  • Re: Evil Checklist Discussion thread.

    [quote user="BogTurtleCarl"]I don't think showing a guide of your "Awardments" or "Badges" or whatever is against the rules, just the term "Achievement(s)."[/quote] First of all there is a copyright problem, you cant just make a print screen on some one else image and use it yourself. Second, Microsoft ...
    Posted to General (Forum) by Fabian Viking on 10/5/2009
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