Category Archives: XNA

XNA4Primitives3DEffect

XNA4Primitives3DEffect using Effect8384254945.zipTechniques
1. FlatShaded.fx – FlatShaded VS & PS
2. AmbientDiffuseSpecularVertexLighting.fx – AmbientVS & SimplePS
3. AmbientDiffuseSpecularVertexLighting.fx – AmbientDiffuseVS & SimplePS
4. AmbientDiffuseSpecularVertexLighting.fx – AmbientDiffuseSpecularVS & SimplePS
5. PerPixelLighting.fx – PerPixelDiffuseVS & DiffuseOnlyPS
    – PerPixelDiffuseVS : Position, WorldNormal, WorldPosition
    – DiffuseOnlyPS : ambient+diffuse (per pixel)
6. PerPixelLighting.fx – PerPixelDiffuseVS & PhongPS
    – PerVertexDiffuseVS : Position, WorldNormal, WorldPosition, Color (ambient+diffuse per vertex)
    – DiffuseOnlyPS : color(ambient+diffuse)를 받아서 specular(per pixel)를 추가 (ambient+diffuse+specular)
7. PerPixelLighting.fx – PerPixelDiffuseVS & DiffuseAndPhongPS
    – PerPixelDiffuseVS : Position, WorldNormal, WorldPosition
    – DiffuseAndPhongPS : ambient+diffuse+specular (per pixel)

XNA Game Components & Services

http://msdn.microsoft.com/en-us/library/bb203873.aspx

XNA Components & Services to pass values of variables from 1 game component to another.
http://blog.nuclex-games.com/tutorials/xna/components-and-services/


// add gamecomponents into the services
Components.Add(mInputManager = new InputManager(this));
Services.AddService(typeof(InputManager), mInputManager);
Components.Add(mDrawString = new DrawString(this));
Services.AddService(typeof(DrawString), mDrawString);



// getting the component back out from another component
InputManager input = (InputManager)Game.Services.GetService(typeof(InputManager));




XNA4 Game Asset Properties

http://msdn.microsoft.com/en-us/library/bb199633(v=xnagamestudio.40).aspx
사용자 삽입 이미지사용자 삽입 이미지Asset Name “AnimatedCube” – This is used to load the managed asset by using the ContentManager.Load method.

Content Importer “Autodesk FBX – XNA Framework” – The name of the importer for the related game asset. The list contains both custom importers referenced by the content project and standard importers provided by XNA Game Studio.

Content Processor “Animated Model Processor” – The name of the processor for the related game asset. The list contains both custom processors referenced by the content project and standard processors provided by XNA Game Studio.

XNA Standard Importers and Processors http://msdn.microsoft.com/en-us/library/bb447762.aspx

XNA Creating a Custom Importer and Processor http://msdn.microsoft.com/en-us/library/bb447754.aspx

XNA Content Pipeline Load Method

http://msdn.microsoft.com/en-us/library/bb197848(v=XNAGameStudio.30).aspx

ContentManager.Load Generic Method

The type of asset to load. Model, Effect, SpriteFont, Texture, Texture2D, Texture3D and TextureCube are all supported by default by the standard Content Pipeline processor, but additional types may be loaded by extending the processor.

Before a ContentManager can load an asset, you need to add the asset to your game project using the steps described in Adding Game Assets to Your Game.

The following are the Content Pipeline run-time classes supported by Load and the file formats they are associated with.

Effect Class .fx
Model Class .fbx, .x
SpriteFont Class

.bmp, .spritefont, .dds, .dib, .hdr, .jpg, .pfm, .png, .ppm, and .tga

Note
The default content processor for .bmp files is the texture processor. To process a .bmp file for use as a Sprite Font, click Sprite Font Texture – XNA Framework in the Properties pane for the .bmp file after it has been added to the project.
Texture Class, Texture2D Class .bmp, .dds, .dib, .hdr, .jpg, .pfm, .png, .ppm, and .tga
Texture3D Class, TextureCube Class .dds

Note that these are the formats of the original assets; after processing, all assets will be .xnb files.