Advertisement Jump to content
  • Advertisement


  • Content Count

  • Joined

  • Last visited

Community Reputation

157 Neutral

About FoxHunter2

  • Rank

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. FoxHunter2

    Starting XNA, already know C#

    If you don't want to spend too much money on books then I'd second the recommendation for the Riemers XNA tutorials. I just learned XNA using this site and the samples/tutorials over at Ziggyware and of couse the official samples over at the XNA Creator's Club hope this helps
  2. Quote:Original post by prux hm not not exactly, not in every situation :) Im drawing polygons with 0,0,0,128 (R,G,B,Alpha) format, one of them is red (255,0,0,255). as you see, the red component doesnt reach all figure (it stops at blue dots) That's a correct behaviour, the red color is simply interpolated from the only red vertice to the others. If you want the figure to be entirely red with an alpha falloff, then the other vertices also need to have the red component set to 255. Quote:but at the 3rd it "turned over". I should use an algorithm to arrange the points so I might get a correct figure? Depends on how you want it to look like. Personally I don't use triangle strips/fans too much, because most of the time triangle lists are fine enough. But yes, you need to perform an algorithm to arrange your triangles in the correct order so that they can be drawn using a triangle strip/fan. (Of course you should also arrange them correctly in a triangle list for cache performance reasons, but a triangle list is more forgiving with the order).
  3. - Draw whatever you need into your RT #1. - Use the texture from the RT #1 for your fullscreen effect that handles the downsampling. - Select a lower resolution RT #2 and set this one as active - Render into this lower res RT #2 to downsample
  4. A dynamic 512x512 grid where you have to modify the vertex buffer each frame is absolutely no problem for GPUs from the last 5 or so years.
  5. There's also the Newton Game Dynamics .NET wrapper, which also works with XNA.
  6. FoxHunter2

    Simple metal shader

    Depending on the look of your metal you may find one in the NVidia shader library
  7. FoxHunter2

    Displaying normals

    I can't think of an easy way to display the face normals. What do you need this for? When you see that the vertex normals are fine then so will be the face normals, because they will be interpolated from the vertex normals. Another way to display the normals is not by drawing lines, but by outputting the normals in a pixel shader, so red parts of the model would be the (1,0,0) normal, blue ones (0,1,0) and green ones (0,0,1). The good thing about this is that they will be interpolated by the vertex shader for each pixel in the scene.
  8. I love the animations <3 Quote:Original post by codhubiv Then there's of course moving it into XNA[attention] Another question for the list also, between C# and managed C++ --- Would managed C++ be any faster? I'm reading articles that suggest it's not (and even could be slower). Just interested in that avenue as the application has to do a lot of binary file and image processing in order to decode Theme Hospitals file formats. No, it won't make any difference, maybe 1-2% which are not worth the hassle. You can also use unsafe pointer arithmetic in C# via the unsafe block, or offload the loading algorithms into a C++/CLI-DLL, I wouldn't do it.
  9. FoxHunter2

    How do render states work now?

    Must be an error in your code, the water should be drawn alphablended. But you also have to make sure to set the correct blending states (e.g. SrcBlend = SRC_ALPHA and DestBlend = INV_SRC_ALPHA) and to draw your water AFTER all solid objects, so the alphablended pixels can be blended with the solid pixels. So do it this way: 1) Turn off alphablending 2) Draw solid objects (front to back for better performance) 3) Turn on alphablending 4) Draw translucent objects back to front for correct blending
  10. FoxHunter2

    speedometer (tachometer) techdemo

    I would create a very simple model of the tachometer (embedded in a simple armature) with a tachometer texture in the inside (like this real one) and put the needle as simple 3d model over the tachometer sprite. If the tachometer sprite has a black background with white numbers etc, then you can tint the white parts easily into a different color, like the red in the picture.
  11. FoxHunter2

    Newbie issues

    Quote:Original post by Evil Steve I should also point out that if you're a C++ beginner you shouldn't be doing Direct3D stuff at all. All the documentation and tutorials assume you have a strong grasp of C++, and an understanding of Win32. This is quite a problem lately (since about XNA), where people with absolutely no programming experience begin programming Direct3D. For beginners C++ will be a pain in the *** on it's own, but mixed with DirectX all hell breaks loose. While C# + XNA is relatively noob friendly, C++/DirectX has an extremely steep learning curve for beginners. For this sort of stuff at least a good understanding of and experience in C++, debugging and OOP-basics is a must when it comes to DirectX-programming. While you can help people fixing their problem by adding a missing parameter somewhere in their DX code, they will run into a different problem only minutes later for sure. Now I don't want to talk someone out to start learning programming with C++/DX, but it's almost certain that while you may have helped them in this case, they will not really make a great progress in the long case. It's a difference whether someone is already programming for years and is just new to the DX API and graphics rendering than being totally new in both areas.
  12. FoxHunter2

    XNA Xbox 360 Capabilities

    Quote:Original post by Promit Basically it's shader 3.0 (with extensions that I'm not sure are available to XNA) You can use the vfetch instruction in HLSL inside an asm { } block, so I guess it's also possible to use other SM30 additions on the XBox as well in XNA.
  13. FoxHunter2

    Texture Stage Sets

    Quote:Original post by SlickKobra The reason I don't use shaders is because I hate math! So basically I find it way to complicated to do do math for everything(eg lighting), I feel like I'm re-inventing the wheel... Of course one day I'll start. Unfortunately math is a prerequisite when it comes to graphics programming, sooner or later there's no way to avoid math. I also did have almost zero knowledge in vector/matrix math, so I had to teach most of this stuff myself. But yeah, it really helped me understanding some really basic formulas (transforming vertices between different coordinate systems, transformations on vertices, lighting equations and lots of other useful/cool stuff). And you actually have way more control over how your scene is drawn when using shaders. If you want to implement lighting one day without using the fixed function pipeline (i.e: using shaders), I suggest you take a look at this article. Furthermore, as of DirectX10 there's no fixed function pipeline anymore, so you have to implement everything yourself with shaders in order to emulate the FFP. regards
  14. Looks great. Good luck with the game, I really enjoyed the original Theme Hospital, it was a great game :-) One question though: why are you using the deprecated Managed DirectX (MDX)? Microsoft abandoned MDX over a year ago, in the managed world XNA is now the way to go if you need great support and lots of samples, otherwise you might want to take a look at SlimDX. [Edited by - FoxHunter2 on August 25, 2008 6:17:57 AM]
  15. FoxHunter2

    font and terrain problem...

    I guess you have to logically "or" them: pFontSprite->Begin(D3DX10_SPRITE_SORT_TEXTURE | D3DX10_SPRITE_SAVE_STATE)
  • Advertisement

Important Information

By using, you agree to our community Guidelines, Terms of Use, and Privacy Policy. is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!