XNA Creators Club Online
foros de la comunidad

Search Forums

Page 1 of 4 (38 items) 1 2 3 4 Next >
  • Load an asset inside an MSBuild thread

    The question is really simple, but don't have found anything on internet or inside this forum. I can load a compiled assed (.xnb) inside a content pipeline project or inside a .dll to use onto an MSBuild instance? I've builded a world editor and I use MSBuild to build contents bypassing Visual Studio. Inside a .dll I have all ...
  • Re: capturing the screen - from a different process?

    Hi Joel, I think you got the hardest way :) If you search the web you can found some apps (shareware, freeware and opensource) that do a movie and screenshot recording of a window or fullsceen. You can try www.fraps.com or other similars. Bye.
    Posted to Direct3D (Forum) by Crazy coder on 11/05/2009
  • Re: 2D character models?

    Basically depend on the expirience that you have on using 2D or 3D graphics package. if you work well with 3D models and animations you can make 3D models and with proper camera and shaders you can show this models as 2D sprites; or you can draw by and and frame by frame in a 2D painting program.
    Posted to General (Forum) by Crazy coder on 03/05/2009
  • Re: Calculating generated terrain's Tangent

    [quote user="OrenYona"][Quote] // Gram-Schmidt orthogonalize   Vector3 tangent = sdir - m_plane.Normal * Vector3.Dot(m_plane.Normal, sdir);   tangent.Normalize();    [/Quote] What ...
    Posted to Game Algorithms (Forum) by Crazy coder on 03/05/2009
  • Re: Strange mouse limiting issue

    I'm not sure but you can do two things: Rescale the mouse coordinate to the resolution you need. Or get the mouse deltas and not the absolute position. You can try.
    Posted to XNA Framework (Forum) by Crazy coder on 01/05/2009
  • Re: Calculating generated terrain's Tangent

    If your model is exported from your modeling application without tangent and bitangent/binormal vectors you do nothing with this code. If you generate your model by code you must calculate the Tangent and Binormal for each vertex manually: // This is a triangle from your vertices   ...
    Posted to Game Algorithms (Forum) by Crazy coder on 01/05/2009
  • Re: 2 different draw calls with different results

    Your different result is that the texture look a little "out of focus"? If yes, this is due to the bilinear or trilinear filtering of the texture done by the GPU, in this case you can add 1.0f / (float)bunny.Width and 1.0f / (float)bunny.Height to the Vector2 that you supply as origin. Please be more more specific.
    Posted to Game Algorithms (Forum) by Crazy coder on 01/05/2009
  • Re: please help!!!!! please

    You can also check other sites that have XNA tutorials/examples/articles by do a search in google. http://www.ziggyware.com/ http://www.xnaprojects.net/ http://www.coding4xna.com/ I've found these source really interesting. Ziggy for first. Bye.
    Posted to Game Design (Forum) by Crazy coder on 01/05/2009
  • Re: Deffered rendering + terrain splatting

    [quote user="Axemagus"]Assuming a square terrain section generated by automatically by incrementing x and z, with y generated from a heightmap.  In addition to the heightmap, there is an alpha texture for each splat, where a splat is a section of terrain covered by a single texture.  so when building the terrain a seperate list of ...
    Posted to XNA Framework (Forum) by Crazy coder on 17/04/2009
  • Re: Deffered rendering + terrain splatting

    Sorry Joe but I never faced terrain splatting, but I've downloaded your DeferredTest.zip and I upload you a screen shot to see if it's you want. If it's ok I can upload you the modified code. Anyway, I need a more specific example to be sure of correct modifications; you need that black part of textures are ...
    Posted to XNA Framework (Forum) by Crazy coder on 16/04/2009
Page 1 of 4 (38 items) 1 2 3 4 Next >