I know that maybe this question has been asked before, but I can\'t seem to find a proper solution (having in mind that I am not a C# expert but a medium level user)...
I am having some problems getting rid of an artifact in my WP7 XNA application. After figuring out how to create and load a TextureCube and render objects using the EnvironmentMapEffect, I noticed an
I\'m a newbie to 3D on WP7. All I want to do is nice simple 3D A. Add/Draw a number of coloured primitives, cube and spheres etc. to a 3D world
in Silverlight I\'m trying to get the frames of a webcam (live) stream textured on a series of 3d quads. I use a VideoSink in a webcam controller class in a webcam controller class. Then i draw the qu
I am currently working on a game project in XNA 4.0 we currently read our levels in by referencing .txt files (considered xml but .txt works fine) we are able to reference the levels as referenced fil
The c#/XNA process for creating random numbers is pretty quick and easy, however, it is quite possibly the worst distributing random number generator I have ever seen. Is there a better method that is
Using XNA, I\'m trying to make an adventure game engine that lets you make games that look like they fell out of the early 90s, like Day of the Tentacle and Sam & Max Hit the Road. Thus, I want th
I\'ve attempted to write a Comparer class for Vector3s (or, rather, VertexPositionNormalTextures) which will sort a list of them into clockwise order in order to fix my backface culling issues.I\'ve t
Ok, so I\'ve had a lot of success in creating procedural planet terrain with vertex buffers.The only problem is, the planets I\'m looking at are too big for the XNA HiDef profile\'s buffer limit.Grant
WP7 textures are supported in the Reach-Profile that WP7 devices falls into. But XNA converts all my ressources upon adding them to a project to RGBA8, that\'s insane,