Sign In
MSDN Blogs
Microsoft Blog Images
More ...
Shawn Hargreaves Blog
Links
Shawn's Homepage
Twitter @shawnhargreaves
Common Tasks
Blog Home
Email Blog Author
RSS for posts
RSS for comments
Legal
using Microsoft.Disclaimer;
Disclaim("This is my blog");
Disclaim("I am not Microsoft");
Disclaim("I speak for myself");
Disclaim("All rights reserved");
November, 2006
Index
Categorized index of old blog posts
Recent Posts
Customizing how models build their textures
Posted
over 6 years ago
by
Shawn Hargreaves - MSFT
Flattening unwanted bones
Posted
over 6 years ago
by
Shawn Hargreaves - MSFT
Models, meshes, parts, and bones
Posted
over 6 years ago
by
Shawn Hargreaves - MSFT
SpriteBatch and renderstates
Posted
over 6 years ago
by
Shawn Hargreaves - MSFT
Debugging the content pipeline
Posted
over 6 years ago
by
Shawn Hargreaves - MSFT
Archives
Archives
January 2012
(2)
December 2011
(3)
November 2011
(2)
October 2011
(6)
July 2011
(2)
June 2011
(1)
May 2011
(3)
April 2011
(10)
March 2011
(6)
February 2011
(3)
January 2011
(3)
December 2010
(6)
November 2010
(8)
October 2010
(9)
September 2010
(14)
August 2010
(5)
July 2010
(9)
June 2010
(6)
May 2010
(7)
April 2010
(14)
March 2010
(17)
February 2010
(11)
January 2010
(2)
December 2009
(4)
November 2009
(5)
October 2009
(4)
September 2009
(3)
August 2009
(3)
July 2009
(8)
June 2009
(15)
May 2009
(9)
April 2009
(6)
March 2009
(6)
February 2009
(5)
January 2009
(5)
December 2008
(5)
November 2008
(5)
October 2008
(6)
September 2008
(9)
August 2008
(8)
July 2008
(4)
June 2008
(3)
May 2008
(6)
April 2008
(9)
March 2008
(4)
February 2008
(2)
January 2008
(4)
December 2007
(12)
November 2007
(6)
October 2007
(6)
September 2007
(7)
August 2007
(4)
July 2007
(7)
June 2007
(6)
May 2007
(5)
April 2007
(11)
March 2007
(18)
February 2007
(3)
January 2007
(9)
December 2006
(14)
November 2006
(8)
September 2006
(3)
August 2006
(7)
MSDN Blogs
>
Shawn Hargreaves Blog
>
November, 2006
Subscribe via RSS
Sort by:
Most Recent
|
Most Views
|
Most Comments
Excerpt View
|
Full Post View
Shawn Hargreaves Blog
Customizing how models build their textures
Posted
over 6 years ago
by
Shawn Hargreaves - MSFT
1
Comments
When the content pipeline builds a model, by default it will use the ModelTextureProcessor to convert all the textures used on that model. There are many reasons why you might want to override this behavior: You might want to change the...
Shawn Hargreaves Blog
Flattening unwanted bones
Posted
over 6 years ago
by
Shawn Hargreaves - MSFT
3
Comments
Sometimes it is useful to have multiple bones and meshes inside a single model (see my previous post), but other times this just causes needless complexity. All that messing around with Model.CopyAbsoluteBoneTransformsTo and setting the effect World matrix...
Shawn Hargreaves Blog
Models, meshes, parts, and bones
Posted
over 6 years ago
by
Shawn Hargreaves - MSFT
5
Comments
If you look inside the XNA framework Model class, you will see that it contains a Meshes property holding a collection of ModelMesh instances. If you look inside the ModelMesh class, you will see that each one contains a MeshParts property holding a collection...
Shawn Hargreaves Blog
SpriteBatch and renderstates
Posted
over 6 years ago
by
Shawn Hargreaves - MSFT
27
Comments
2010 update: if you are using a version of XNA Game Studio >= 4.0, see here instead . If you are mixing 3D rendering with 2D objects using SpriteBatch, you may notice that your 3D graphics no longer draw correctly after you have rendered sprites...
Shawn Hargreaves Blog
Debugging the content pipeline
Posted
over 6 years ago
by
Shawn Hargreaves - MSFT
15
Comments
Content pipeline importers and processors run inside Visual Studio as part of building your game. This means you can't just debug into them like you would for normal game code. Fortunately, the CLR provides a handy way of hooking a debugger up to any...
Shawn Hargreaves Blog
Build it ahead of time
Posted
over 6 years ago
by
Shawn Hargreaves - MSFT
10
Comments
One of the biggest differences between the XNA content pipeline and the way many people are used to loading their game assets is that with the content pipeline, games no longer read directly from standard asset formats like .X, .BMP, and .FX. Instead...
Shawn Hargreaves Blog
Add the mesh, not the textures
Posted
over 6 years ago
by
Shawn Hargreaves - MSFT
4
Comments
Here's a common mistake for people new to the Content Pipeline... If you have a mesh file that references a bunch of texture files, and you want to use this with XNA, you only need to add the mesh to your C# Express project. When we build the mesh...
Shawn Hargreaves Blog
XNA Beta 2
Posted
over 6 years ago
by
Shawn Hargreaves - MSFT
1
Comments
Finally! Beta 2 is available for download from http://msdn.microsoft.com/directx/XNA/ This includes the Content Pipeline, so now you have that in your hands, I'll be posting and answering questions about how the whole thing works. Let me know if there...
Page 1 of 1 (8 items)