0
votes
0answers
28 views

graphics.IsFullScreen resetting to false after game constructor and graphics.ApplyChanges()

This is a MonoGame 3.2 Windows (DirectX) Project. I've tried setting graphics.IsFullScreen to true in the game's constructor and in the game's initialize function, both times running ...
1
vote
2answers
49 views

XNA graphics.PreferredBackBufferWidth's new value doesn't immediately change window size

I set the width and height of the window in my game constructor, and then pass the graphics manager to a class to check the value. In the game's initialize function, it doesn't seem to recognize the ...
1
vote
0answers
64 views

How would I warp a mesh with code?

I recently asked a question about putting a camera at the head of a 3D human model here and it worked out rather well and whatnot, but there is still a problem that bothers me: How would I ...
2
votes
1answer
64 views

MonoGame not all letters being drawn with DrawString

I'm currently making a dynamic user interface for my game and are setting up having text on my buttons. I'm having an odd issue where, when i use a specific piece of code to determine the text ...
1
vote
1answer
49 views

RenderState in XNA 4

I was going through this tutorial for having transparency which can be used to solve my problem here. The code is written in XNA 3 but I'm using XNA 4. What is the alternative for the following code ...
3
votes
1answer
164 views

How can I use a Texture2D larger than 2048 x 2048?

I'm having issues working with a large image. I've read other threads on using images larger than a Texture2D supports, but found nothing that addresses my problem specifically with implementation ...
0
votes
0answers
58 views

“Blinking” graphical bug when rotating shadow matrix

So, we have implemented Krypton shadows into our code for our 2D game, and it's working beautifully. Only issue is that we're running into a bizarre graphical bug when rotating the shadows with the ...
1
vote
2answers
174 views

XNA blurring moving images

Why does XNA blurs the images which moves less than 1px in between two draws? It is quite annoying, because everything looks really blurry. Is there a way to disable it? I have tried to set the ...
0
votes
1answer
160 views

Creating a gradient for a texture - Why is the color becoming dark on one side?

Updated While debugging I looked at the lerp and it was calculating into a negative number at the start. So I added in checks for to low or high a value, and that seems to have fixed it. I'll answer ...
0
votes
1answer
146 views

How do you calculate a gradient value within multiple colors (gradient stops)

In WPF/Silverlight XAML you can have a brush with multiple gradient stops at different points along the color line. I was able to replicate this behavior with two colors, a single color lerp, from ...
1
vote
0answers
159 views

Xna GraphicsDevice.IsFullScreen causes strange resolution stretching artifacts

Sorry for the non-descriptive title. So I've been trying to implement fullscreen mode into my xna-game, and I've hit a couple of roadblocks. My basic code setup for this functionality is the ...
0
votes
1answer
98 views

Effectively drawing dynamic primitives

Okay, so this is where I am now. My game largely consists of textures drawn through spritebatch. Now I have to draw a dynamic number of triangles. I cannot say in advance where or how many I have to ...
0
votes
1answer
134 views

HLSL postprocessing for day to night (DTN)

I am trying to implement a "day-to-night"-filter (as commonly used in cinema) for a 2D game (XNA) by using a full screen HLSL pixel shader. The aim is to transform any bright and colorful image into a ...
0
votes
1answer
166 views

Performance of XNA 4,0 static vertex buffer / VertexPositionNormalTexture in F#

Good afternoon, I have been toying with the VertexBuffer in XNA just to see what it is capable of. I have done some very minor 3D work in the past, so the concepts are not completely foreign to me; ...
5
votes
2answers
438 views

XNA 3.1 to 4.0 Vertex Shader Not Drawing

I have recently been converting our XNA 3.1 game to XNA 4.0 and am stuck on the shaders. I have the game running, but nothing is drawing to the screen, except things not using a shader. This is only ...
1
vote
2answers
329 views

Creating a 2D perspective in 3D game

I'm new to XNA and 3D game development in general. I'm creating a puzzle game kind of similar to tetris, built with blocks. I decided to build the game in 3D since I can do some cool animations and ...
0
votes
2answers
166 views

HLSL Pixel Shader Compile, Flow Control, Instruction Count, XNA Issue

im trying to find help with an issue im having moving from the XNA 3.1 framework to XNA 4.0. The shaders I wrote for my 2D game work fine in XNA 3.1, but wont even compile in 4.0. At first I got ...
1
vote
1answer
253 views

Damage indicator screen overlay

I want to make something already done by a lot of games , which is when I am taking so much hits from enemy red screen drawn like the following , using XNA 4.0: after it's drawn and I am still alive ...
1
vote
4answers
103 views

vertices, better to have more but draw a smaller area or less but expand a larger area

I have a simple question really. I am creating water for a game and had two different design approaches: Make a single plane that expands the entire playspace, which would take 6 vertices but cover ...
-5
votes
1answer
150 views

camera2d class will not work [closed]

using System; using System.IO; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using ...
1
vote
1answer
373 views

How to draw different textures on my cubes DrawUserIndexPrimitive with XNA?

I'm having some problem to draw textures with class "DrawUserIndexPrimitive" on Xna. I can draw my cubes / models without problem. But I want to draw different textures on my cubes. I loop on each ...
-1
votes
2answers
388 views

Draw 60,000 cubic with DrawUserPrimitives on xna with only 20 fps-buffer problem?

I'm working on a minecraft style games on xna. I know it is not easy to draw a lot of cube with a good ratio of fps. I use the method "DrawUserPrimitive" with a buffer to draw a floor 250X250 cubes. ...
-2
votes
3answers
810 views

Why use textures that are Power of Two? [duplicate]

Possible Duplicate: Why are textures always square powers of two? What if they aren’t? I am using C# and XNA (also MonoGame for other platforms than Windows) to create a game in 2D. ...
5
votes
1answer
455 views

What are the rest of the blending functions used for?

In general, I know of five ways to make use of blending functions (these are for OpenGL, but replace glBlendFunc() with SetRenderState(D3DRS_SRCBLEND) and SetRenderState(D3DRS_DESTBLEND) for DirectX): ...
3
votes
2answers
495 views

How to use images/text/etc. in XNA without Content Pipeline?

I'm currently writing a program in C# with the XNA framework. It is absolutely necessary for the game's images and text assets to be visible by the end user in the form of PNG files, so I can't use ...
1
vote
0answers
236 views

How can I efficiently form terrain from a large number of cubes in XNA? [duplicate]

I have a project with a floor built from with small cubes (100x100 of them). If I exceed that size, the performance of my game suffers. How can I efficiently draw a larger number of identical models? ...
6
votes
1answer
414 views

Changing water color based on depth

I'm looking to make a water shader that colors the water based on its depth. Up until now my water shader that I've used has basically been extremely reflective and only looked somewhat blue because ...
4
votes
1answer
513 views

Is there a collection of images (GUI - interface) program or web page available for programmers / developers games? [closed]

I would like to add a GUI in my basic XNA games. Before starting work on "Photoshop" or "Illustrator". I wanted to ask you the following question: Do you know of a website or other resource program ...
7
votes
5answers
750 views

Sprites rendering blurry with velocity

After adding velocity to my game, I feel like my textures are twitching. I thought it was just my eyes, until I finally captured it in a screenshot: The one on the left is what renders in my game; ...
5
votes
1answer
453 views

Why does my VertexDeclaration apparently not contain Position0?

I'm trying to get my code from calling each individual draw call down to using at least a VertexBuffer, and preferably an indexBuffer, but now that I'm attempting to test my code, I'm getting the ...
2
votes
0answers
297 views

Why is Spritebatch drawing my Textures out of order?

I just started working with XNA Studio after programming 2D games in java. Because of this, I have absolutely no experience with Spritebatch and sprite sorting. In java, I could just layer the images ...
1
vote
2answers
208 views

Is 2 lines of push/pop code for each pre-draw-state too many?

I'm trying to simplify vector graphics management in XNA; currently by incorporating state preservation. 2X lines of push/pop code for X states feels like too many, and it just feels wrong to have 2 ...
1
vote
1answer
368 views

Should I render with mipmaps?

The game I'm working on is very simple. It's a top down scroller. The camera never moves in any way, and all of the objects are in the same location on the Z axis. Since it's a bullet hell game, there ...
0
votes
1answer
177 views

GraphicsAdapter lacks a definition for CheckDeviceMultiSampleType

The MSDN is really confusing about this, with all their different versions of XNA jumbled together for my google results. All I want to do is find out, in XNA 4.0, what antialiasing modes are ...
0
votes
1answer
352 views

XNA Multisampling only for 3D

I am working on a game which consists of 3D elements and a 2D GUI. I have it working properly, but I want to enable multisampling for only the 3D parts, and not the 2D Textures. Otherwise, the GUI ...
1
vote
4answers
3k views

How do I make the viewport move?

I'm working with a game in C# XNA and I want to draw a texture and a position in the middle of the screen. The thing is that I want the viewport to move around and not the player. So for example: If I ...
11
votes
1answer
859 views

How do 2D art assets (eg. sprites) work?

I have an idea on a game and planning on developing a 2D game using XNA for Windows Phone 7. I've started off today by free hand drawing some concept art of what I want some of the characters to ...
1
vote
1answer
524 views

Problems with 3D rotation when creating a 3D skeleton

I am writing a simple BVH parser in C# using the XNA framework. At the moment I have managed to parse in all the data and my goal is to find out the global coordinates of all the joints in the ...
1
vote
1answer
556 views

A comparison of graphics libraries and their respective programming languages [closed]

A comparison of graphics libraries and their respective programming languages. A.K.A. "Which do I pick? With a twist." I'm a long time professional programmer who never gave up on programming as a ...
1
vote
1answer
288 views

How do I make light objects in XNA?

Here's my dilemma : I want to have light sources placeable by the player, in terms of lanterns. I know the best way to do this is to use pixel shaders, which I have done a lot of research and use ...
11
votes
4answers
3k views

How to deal with arbitrarily large images in 2D games?

Question When you have a 2D game that uses really large images (larger than your hardware can support), what do you do? Maybe there's some interesting solution to this problem that never occured to ...
22
votes
3answers
8k views

How can I make this style of 2D “glowing” graphics?

I'm comfortable with the basics of building a 2d sprite based game in XNA, where all my objects are simply .png images that I move around. What things do I need to learn next to be able to develop a ...
2
votes
2answers
282 views

Are there any issues with not drawing to all render targets when using MRT?

Lets say I set 2 render targets: device.SetRenderTargets(color, depth); And then half my draw code only outputs color and not depth. This works fine on the PC and produces the expected results ...
15
votes
1answer
2k views

The practical cost of swapping effects

I use XNA for my projects and on those forums I sometimes see references to the fact that swapping an effect for a mesh has a relatively high cost, which surprises me as I thought to swap an effect ...
3
votes
3answers
2k views

How do I plot individual pixels using the XNA APIs?

If I wanted to fill my game screen with individually coloured pixels, how would I do this? For example, if I wanted to write a 'game of life'-type game where each pixel was a cell, how would I ...
3
votes
2answers
8k views

Rotate vector by matrix?

If I have a Vector, say (1,1), how can I rotate it around the origin (0,0)? I'm working in XNA if that helps.
4
votes
5answers
493 views

XNA Required information to represent 2D Sprite graphically

I was thinking about dividing my game engine into 2 threads: render thread and update thread (I can't come up on how to divide update thread from physic thread at the moment). That said, I have to ...
2
votes
2answers
1k views

3D game special effects, fire, lightning, water, and ice

I'm working on a 3d game using OpenGL and would like to take it in a fantasy direction. Specifically I'm thinking of having magic with effects for fire, water, ice, and lightning. My problem is I ...
6
votes
2answers
1k views

Looking for an example of glass with XNA or DirectX 9

Any good pointers on how to get the refractive look of glass? I'm looking to create a think piece of glass type of look, sort of the type that you'd have on bathroom shower doors.
5
votes
2answers
636 views

XBOX + Xna != DirectX?

I'm a bit confused. The question is: when I'm developing a XNA game for Xbox (or Windows), is it possible to use DirectX (to make use of the GPU)? Or is everything getting calculated by the CPU? A ...