• Shawn Hargreaves Blog

    SpriteBatch and renderstates

    • 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

    Models, meshes, parts, and bones

    • 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

    Build it ahead of time

    • 11 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

    Debugging the content pipeline

    • 17 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

    Customizing how models build their textures

    • 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

    Add the mesh, not the textures

    • 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

    Flattening unwanted bones

    • 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

    XNA Beta 2

    • 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...
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