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Mindless bickering, while perhaps unproductive, is much more fun than sending a request on it's way and forgetting about it.
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The ZMan [MVP/Moderator]:go on check out the 'help' menu in Xact if you want a good laugh...
I have found the help quite useful since different versions of Xact are not compatible with each other. The version you're using if you have multiple installed is good to know!
How about .wma? Is it possible to play that?
Quality and ...
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I'm not the right person to answer this but I think it's a bug in 2.0. I think the same thing should happen if you try resizing your window size to 0. LoadContent will get called so you can handle things in there for a temporary work around I guess.
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Buckshot:And the reason you use the constructor initializing of variables is so that you don't end up with a constructor being called twice.
Reference type members in C# are default initialized to null (so no constructor invocation), and structs are default initialized to 0. If they're members of a class you can initialize them when ...
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Thanks - I'm a huge fan of edit and continue in C# so I'll just bear it for now.
I've had this problem with other projects (unrelated to xna) too, how did you fix it? It seems to happen if I have an msbuild project that doesn't output an assembly in the solution. I tried messing with a lot of different various properties in the project ...
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Is it all ATI cards? And all drivers? Can you try posting a screenshot of how it looks?Try fooling around with the cull mode.
Also, this is my biased opinion, but a lot of ATI cards in my experience have all sorts of dumb problems.
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Whenever I try debugging and I step through a statement, I'll get:
''Cannot open output assembly 'WindowsGameContent.dll' for Edit and Continue: The system cannot find the file specified.''
in the output window. This is really annoying, does anyone know of a way to stop this?
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Why does your player need a dynamic vertex buffer?
Also, I don't think setting a stream source is very costly in the grand scheme of things. You're not uploading anything significant to the GPU with this call, you're just saying ''Hey Mr. GPU, you should use these vertices for stream #n when I tell you to''.
The source index corresponds to the ...
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Knowing when the garbage collector runs isn't going to help because all that tells you is that you've been making unnecessary allocations, not where they are. Besides, the CLR profiler will tell you when the GC runs anyway.
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Does it need to be on the CPU? You can't use a render target?