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  • Re: Error loading *.fbx file - content pipeline error

    [bumping an old thread for the sake of a possible answer] My model got this error when I started using vertex colors on it but didn't apply vertex colors to every vertex. It stopped giving that error when I made sure all the vertices had a color assigned.
    Posted to Artist's Corner (Forum) by phort99 on 7/7/2009
  • Re: Large DepthStencilBuffer = XBOX Freezing

    I couldn't tell you exactly why, because I just started messing with render targets today, but I found that you can't use a render target that's larger than your backbuffer size (output resolution). You can make your render target the same resolution as graphics.PreferredBackBufferWidth and graphics.PreferredBackBufferHeight, no ...
    Posted to General (Forum) by phort99 on 7/5/2009
  • Re: Question???

    No problem, not everything has to be a huge programming task. It's easier when you've been using Photoshop for 5 years or so though.
    Posted to General (Forum) by phort99 on 7/5/2009
  • Re: Beginner Problem: Tried to "merge" SkinningSample & GameStateManagementSample

    The GameStateManagementSample probably uses spriteBatch to draw its graphics, correct? Calling a spriteBatch.Begin() causes the GraphicsDevice settings to change, including depth buffer related settings. See if changing all calls to SpriteBatch.Begin() to this fixes your problem: spriteBatch.Begin(SpriteBlendMode.AlphaBlend, ...
    Posted to General (Forum) by phort99 on 7/5/2009
  • Re: Avatars on WIndows.

    Nope, you can only render Avatars on the Xbox.
    Posted to General (Forum) by phort99 on 7/5/2009
  • Re: Question???

    I think it would be easier to do in Photoshop than to write a method. Create a new 600 x 1000 pixel image in Photoshop. Open up Photoshop's preferences and go into Guides, Grid, Slices, and Count and set "Gridline Every: 100 pixels." Then to show the grid go to View > Show > Grid, and then make sure that View ...
    Posted to General (Forum) by phort99 on 7/5/2009
  • Efficiency of multiple ResolveBackBuffer and SpriteBatch calls per frame

    How much of a performance hit would my game take if it used about 10 calls to spriteBatch.Begin and 5 calls to GraphicsDevice.ResolveBackBuffer per frame? I've heard that the SaveStateMode.SaveState in a spriteBatch.Begin call can be slow and at this point that is what I would be using. If this would hurt my performance too much I ...
    Posted to General (Forum) by phort99 on 7/5/2009
  • Re: Moving texture with non-moving alpha channel

    I found a very different solution than the one I was looking for. I wound up pulling this off by using a rendertarget with a surface format that allowed alpha transparency. I used spritebatch to draw my color texture twice (for the top and bottom half) on top of the alpha texture, moving down the render target using gameTime, and used ...
    Posted to Direct3D (Forum) by phort99 on 7/5/2009
  • Re: Moving texture with non-moving alpha channel

    That still doesn't help me much as I still can't figure out how in code to access the texture coordinates for the mesh so that I can transform them, how to duplicate them for the second texture, or how to render the mesh with two textures without creating a new effect. All the tutorials I've found through hours of searching all ...
    Posted to Direct3D (Forum) by phort99 on 7/4/2009
  • Moving texture with non-moving alpha channel

    I've just started learning 3D in XNA after about 6 months of using it for 2D development. I've created a model that I am trying to make it so that my mesh is transparent at the top edge using one texture but has a color map moving vertically along it constantly. I already have alpha blending working and most of the textures, it's ...
    Posted to Direct3D (Forum) by phort99 on 7/4/2009
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