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Recent Posts
March is a good month for blogging
Posted
over 3 years ago
by
Shawn Hargreaves - MSFT
Color constructors in XNA Game Studio 4.0
Posted
over 3 years ago
by
Shawn Hargreaves - MSFT
MIX demo released
Posted
over 3 years ago
by
Shawn Hargreaves - MSFT
ResolveBackBuffer and ResolveTexture2D in XNA Game Studio 4.0
Posted
over 3 years ago
by
Shawn Hargreaves - MSFT
Rendertarget changes in XNA Game Studio 4.0
Posted
over 3 years ago
by
Shawn Hargreaves - MSFT
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Shawn Hargreaves Blog
March is a good month for blogging
Posted
over 3 years ago
by
Shawn Hargreaves - MSFT
13
Comments
Wow, I wrote a lot of articles this month ! I thought 16 posts in a single month might be a personal best, but turns out I beat this back in March 2007 , when I managed 18 posts. I guess this one bumps me up to 17. Still one short though :-)
Shawn Hargreaves Blog
Color constructors in XNA Game Studio 4.0
Posted
over 3 years ago
by
Shawn Hargreaves - MSFT
21
Comments
Here’s a subtle improvement I bet you would never notice if I didn’t point it out, but which should save much pulling-out-of-hair for those who previously ran into this issue… XNA supports two different color formats: byte values ranging 0-255, or floating...
Shawn Hargreaves Blog
MIX demo released
Posted
over 3 years ago
by
Shawn Hargreaves - MSFT
0
Comments
Today we released the source code for the demo I showed in my MIX talk , so you can try this for yourself using the Windows Phone emulator . This is basically a mash-up of existing samples (I borrowed pieces of Skinned Model , Custom Model Effect , Generated...
Shawn Hargreaves Blog
ResolveBackBuffer and ResolveTexture2D in XNA Game Studio 4.0
Posted
over 3 years ago
by
Shawn Hargreaves - MSFT
10
Comments
As of version 4.0, XNA Game Studio no longer supports the ResolveBackBuffer API and associated ResolveTexture2D class. This API did basically the same thing as RenderTarget2D (draw using the GPU, with the result ending up in a texture), just in a slightly...
Shawn Hargreaves Blog
Rendertarget changes in XNA Game Studio 4.0
Posted
over 3 years ago
by
Shawn Hargreaves - MSFT
41
Comments
We made several changes to the rendertarget API in Game Studio 4.0, all with the goal of increasing usability and reducing error. The most common cause of confusion is probably the RenderTargetUsage.DiscardContents behavior, but this is one thing we did...
Shawn Hargreaves Blog
Point sprites in XNA Game Studio 4.0
Posted
over 3 years ago
by
Shawn Hargreaves - MSFT
25
Comments
As of version 4.0, XNA Game Studio no longer supports point sprites. Why? One big reason, plus two small ones. The big reason is that DirectX 10 and 11 do not support point sprites, so if we kept them in our API, we would be unable to someday move...
Shawn Hargreaves Blog
Windows Phone MIX10 presentations
Posted
over 3 years ago
by
Shawn Hargreaves - MSFT
17
Comments
Videos of the Windows Phone 7 Series presentations from MIX10 are now available online. For an introduction to the platform, start with Joe Belfiore , Charlie Kindel , and Istvan Cseri . If you want to make games (or apps) using XNA, start with Michael...
Shawn Hargreaves Blog
Breaking changes in XNA Game Studio 4.0
Posted
over 3 years ago
by
Shawn Hargreaves - MSFT
72
Comments
I was relieved when the comments on my earlier post about backward compatibility agreed with the approach we chose for XNA Game Studio 4.0. Banjobeni summed up the general sentiment: "If you break it, break it good." The initial motivation for...
Shawn Hargreaves Blog
Charles Petzold: Programming Windows Phone 7 Series
Posted
over 3 years ago
by
Shawn Hargreaves - MSFT
9
Comments
This makes me feel old, and at the same time like a small boy who wants to run in circles shouting “yippee!” Back in 1993 I had just finished high school, and got a summer job where, for the first time ever, I was paid to write computer programs. The...
Shawn Hargreaves Blog
Roll up, roll up, get your CTP here!
Posted
over 3 years ago
by
Shawn Hargreaves - MSFT
7
Comments
At the MIX keynote this morning, we announced the Windows Phone Developer Tool Community Technology Preview, which includes Visual Studio 2010 Express for Windows Phone, XNA Game Studio 4.0, and the Windows Phone Emulator, and is available as a free download...
Shawn Hargreaves Blog
Reach vs. HiDef
Posted
over 3 years ago
by
Shawn Hargreaves - MSFT
63
Comments
I must confess, I oversimplified when I labeled the yellow circle in this post as “Windows laptop”. Sure, the Reach profile in XNA Game Studio 4.0 does correspond to what features are widely available across different Windows machines (which makes it...
Shawn Hargreaves Blog
XNA Game Studio on Windows Phone
Posted
over 3 years ago
by
Shawn Hargreaves - MSFT
25
Comments
I set out to write an article about the unique features of XNA Game Studio on Windows Phone 7 Series, but while trying to populate my outline, I realized, wow, there actually aren’t many things different about Game Studio 4.0 on the phone compared to...
Shawn Hargreaves Blog
In which hints become facts: XNA Game Studio 4.0
Posted
over 3 years ago
by
Shawn Hargreaves - MSFT
69
Comments
Today we announced what I've been hinting at this past few weeks: XNA Game Studio 4.0 is coming soon * to a phone near you! Quick summary: New platform Windows Phone 7 Series New features Integrates with Visual Studio 2010 Dynamic audio output Microphone...
Shawn Hargreaves Blog
Backward compatibility
Posted
over 3 years ago
by
Shawn Hargreaves - MSFT
35
Comments
If you've been paying attention to my recent posts, you probably noticed I have been thinking about ways we could improve the XNA Framework API. Which begs the question: how much is it possible to clean up an API while maintaining backward compatibility...
Shawn Hargreaves Blog
DirectX 10 helps people who are still using DirectX 9
Posted
over 3 years ago
by
Shawn Hargreaves - MSFT
10
Comments
It's all very well to say we could simplify caps management by looking at what is actually supported by real hardware, then bucketing everything into just a few of the more common combinations. But there is an obvious flaw in this logic: we can only examine...
Shawn Hargreaves Blog
Collapsing caps
Posted
over 3 years ago
by
Shawn Hargreaves - MSFT
15
Comments
Optional features with hundreds of caps bits do not a great developer experience make. How do I know which caps I need to check on which hardware? What do I do if they are not set? Some of the caps we have today are just silly. How is a 3D game supposed...
Shawn Hargreaves Blog
Some platforms are more equal than others
Posted
over 3 years ago
by
Shawn Hargreaves - MSFT
11
Comments
There are many reasons for differences between platforms , and several ways an API designer can try to rationalize such things. Some features fundamentally don't exist, and are not practical to emulate. Earlier Radeon graphics cards do not support TextureAddressMode...
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