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Topic: xna 4.0 starting code



  
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   xna 4.0 starting code
 Poster : funbob10
 Posts: 3
 Country : US
 City: cool

  
Posted by funbob10 on 21/02/2011 at 18:01:33
here i updated rimers starting code so you can attempt the tutorial.

game1.cs file code:

using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace Series3D4
{
    public struct VertexPositionNormalColored
    {
        public Vector3 Position;
        public Color Color;
        public Vector3 Normal;

        public static int SizeInBytes = 7 * 4;
        public readonly static VertexDeclaration VertexDeclaration = new VertexDeclaration
              (
                  new VertexElement( 0, VertexElementFormat.Vector3, VertexElementUsage.Position, 0 ),
                  new VertexElement( sizeof(float) * 3, VertexElementFormat.Color, VertexElementUsage.Color, 0 ),
                  new VertexElement( sizeof(float) * 3 + 4, VertexElementFormat.Vector3, VertexElementUsage.Normal, 0 )
              );
    }

    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        GraphicsDevice device;

        int terrainWidth;
        int terrainLength;
        float[,] heightData;

        VertexBuffer terrainVertexBuffer;
        IndexBuffer terrainIndexBuffer;
        VertexDeclaration terrainVertexDeclaration;
        VertexPositionNormalColored[] vertices;
        int[] indices;

        Effect effect;
        Matrix viewMatrix;
        Matrix projectionMatrix;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        protected override void Initialize()
        {
            graphics.PreferredBackBufferWidth = 500;
            graphics.PreferredBackBufferHeight = 500;

            graphics.ApplyChanges();
            Window.Title = "Riemer's XNA Tutorials -- Series 4";

            base.Initialize();
        }

        protected override void LoadContent()
        {
            device = GraphicsDevice;

            effect = Content.Load<Effect>("Series4Effects");
            viewMatrix = Matrix.CreateLookAt(new Vector3(130, 30, -50), new Vector3(0, 0, -40), new Vector3(0, 1, 0));
            projectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, device.Viewport.AspectRatio, 0.3f, 1000.0f);

            LoadVertices();
        }

        private void LoadVertices()
        {

            Texture2D heightMap = Content.Load<Texture2D>("heightmap"); LoadHeightData(heightMap);

            SetUpTerrainVertices();
            SetUpTerrainIndices();
            CalculateNormals();
            CopyToTerrainBuffers();
        }

        private void LoadHeightData(Texture2D heightMap)
        {
            float minimumHeight = float.MaxValue;
            float maximumHeight = float.MinValue;

            terrainWidth = heightMap.Width;
            terrainLength = heightMap.Height;

            Color[] heightMapColors = new Color[terrainWidth * terrainLength];
            heightMap.GetData(heightMapColors);

            heightData = new float[terrainWidth, terrainLength];
            for (int x = 0; x < terrainWidth; x++)
                for (int y = 0; y < terrainLength; y++)
                {
                    heightData[x, y] = heightMapColors[x + y * terrainWidth].R;
                    if (heightData[x, y] < minimumHeight) minimumHeight = heightData[x, y];
                    if (heightData[x, y] > maximumHeight) maximumHeight = heightData[x, y];
                }

            for (int x = 0; x < terrainWidth; x++)
                for (int y = 0; y < terrainLength; y++)
                    heightData[x, y] = (heightData[x, y] - minimumHeight) / (maximumHeight - minimumHeight) * 30.0f;
        }

        private void SetUpTerrainVertices()
        {
            vertices = new VertexPositionNormalColored[terrainWidth * terrainLength];

            for (int x = 0; x < terrainWidth; x++)
            {
                for (int y = 0; y < terrainLength; y++)
                {
                    vertices[x + y * terrainWidth].Position = new Vector3(x, heightData[x, y], -y);

                    if (heightData[x, y] < 6)
                        vertices[x + y * terrainWidth].Color = Color.Blue;
                    else if (heightData[x, y] < 15)
                        vertices[x + y * terrainWidth].Color = Color.Green;
                    else if (heightData[x, y] < 25)
                        vertices[x + y * terrainWidth].Color = Color.Brown;
                    else
                        vertices[x + y * terrainWidth].Color = Color.White;
                }
            }
        }

        private void SetUpTerrainIndices()
        {
            indices = new int[(terrainWidth - 1) * (terrainLength - 1) * 6];
            int counter = 0;
            for (int y = 0; y < terrainLength - 1; y++)
            {
                for (int x = 0; x < terrainWidth - 1; x++)
                {
                    int lowerLeft = x + y * terrainWidth;
                    int lowerRight = (x + 1) + y * terrainWidth;
                    int topLeft = x + (y + 1) * terrainWidth;
                    int topRight = (x + 1) + (y + 1) * terrainWidth;

                    indices[counter++] = topLeft;
                    indices[counter++] = lowerRight;
                    indices[counter++] = lowerLeft;

                    indices[counter++] = topLeft;
                    indices[counter++] = topRight;
                    indices[counter++] = lowerRight;
                }
            }
        }

        private void CalculateNormals()
        {
            for (int i = 0; i < vertices.Length; i++)
                vertices[i].Normal = new Vector3(0, 0, 0);

            for (int i = 0; i < indices.Length / 3; i++)
            {
                int index1 = indices[i * 3];
                int index2 = indices[i * 3 + 1];
                int index3 = indices[i * 3 + 2];

                Vector3 side1 = vertices[index1].Position - vertices[index3].Position;
                Vector3 side2 = vertices[index1].Position - vertices[index2].Position;
                Vector3 normal = Vector3.Cross(side1, side2);

                vertices[index1].Normal += normal;
                vertices[index2].Normal += normal;
                vertices[index3].Normal += normal;
            }

            for (int i = 0; i < vertices.Length; i++)
                vertices[i].Normal.Normalize();
        }

        private void CopyToTerrainBuffers()
        {
            terrainVertexBuffer = new VertexBuffer(device, VertexPositionNormalColored.VertexDeclaration, vertices.Length,
                BufferUsage.WriteOnly);
            terrainVertexBuffer.SetData(vertices);

            terrainIndexBuffer = new IndexBuffer(device, typeof(int), indices.Length, BufferUsage.WriteOnly);
            terrainIndexBuffer.SetData(indices);
        }

        protected override void UnloadContent()
        {
        }

        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            base.Update(gameTime);
        }

        protected override void Draw(GameTime gameTime)
        {
            float time = (float)gameTime.TotalGameTime.TotalMilliseconds / 100.0f;
            RasterizerState rs = new RasterizerState();
            rs.CullMode = CullMode.None;
            device.RasterizerState = rs;

            device.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.Black, 1.0f, 0);
            DrawTerrain(viewMatrix);

            base.Draw(gameTime);
        }

        private void DrawTerrain(Matrix currentViewMatrix)
        {
            effect.CurrentTechnique = effect.Techniques["Colored"];
            Matrix worldMatrix = Matrix.Identity;
            effect.Parameters["xWorld"].SetValue(worldMatrix);
            effect.Parameters["xView"].SetValue(currentViewMatrix);
            effect.Parameters["xProjection"].SetValue(projectionMatrix);

            effect.Parameters["xEnableLighting"].SetValue(true);
            effect.Parameters["xAmbient"].SetValue(0.4f);
            effect.Parameters["xLightDirection"].SetValue(new Vector3(-0.5f, -1, -0.5f));
            foreach (EffectPass pass in effect.CurrentTechnique.Passes)
            {
                pass.Apply();

                device.Indices = terrainIndexBuffer;
                device.SetVertexBuffer(terrainVertexBuffer);

                device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertices.Length, 0, indices.Length / 3);

            }
        }
    }
}

Series4Effects.fx File:


//----------------------------------------------------
//--                                                --
//--               www.riemers.net                  --
//--         Series 4: Advanced terrain             --
//--                 Shader code                    --
//--                                                --
//----------------------------------------------------

//------- Constants --------
float4x4 xView;
float4x4 xProjection;
float4x4 xWorld;
float3 xLightDirection;
float xAmbient;
bool xEnableLighting;

//------- Texture Samplers --------

Texture xTexture;
sampler TextureSampler = sampler_state { texture = <xTexture>; magfilter = LINEAR; minfilter = LINEAR; mipfilter=LINEAR; AddressU = mirror; AddressV = mirror;};

//------- Technique: Colored --------
struct ColVertexToPixel
{
    float4 Position       : POSITION;    
    float4 Color        : COLOR0;
    float LightingFactor: TEXCOORD0;
};

struct ColPixelToFrame
{
    float4 Color : COLOR0;
};

ColVertexToPixel ColoredVS( float4 inPos : POSITION, float4 inColor: COLOR, float3 inNormal: NORMAL)
{    
    ColVertexToPixel Output = (ColVertexToPixel)0;
    float4x4 preViewProjection = mul (xView, xProjection);
    float4x4 preWorldViewProjection = mul (xWorld, preViewProjection);
    
    Output.Position = mul(inPos, preWorldViewProjection);
    Output.Color = inColor;
    
    float3 Normal = normalize(mul(normalize(inNormal), xWorld));    
    Output.LightingFactor = 1;
    if (xEnableLighting)
        Output.LightingFactor = saturate(dot(Normal, -xLightDirection));
    
    return Output;    
}

ColPixelToFrame ColoredPS(ColVertexToPixel PSIn)
{
    ColPixelToFrame Output = (ColPixelToFrame)0;        
    
    Output.Color = PSIn.Color;
    Output.Color.rgb *= saturate(PSIn.LightingFactor) + xAmbient;    
    
    return Output;
}

technique Colored
{
    pass Pass0
    {  
        VertexShader = compile vs_2_0 ColoredVS();
        PixelShader  = compile ps_2_0 ColoredPS();
    }
}

//------- Technique: Textured --------
struct TexVertexToPixel
{
    float4 Position       : POSITION;    
    float4 Color        : COLOR0;
    float LightingFactor: TEXCOORD0;
    float2 TextureCoords: TEXCOORD1;
};

struct TexPixelToFrame
{
    float4 Color : COLOR0;
};

TexVertexToPixel TexturedVS( float4 inPos : POSITION, float3 inNormal: NORMAL, float2 inTexCoords: TEXCOORD0)
{    
    TexVertexToPixel Output = (TexVertexToPixel)0;
    float4x4 preViewProjection = mul (xView, xProjection);
    float4x4 preWorldViewProjection = mul (xWorld, preViewProjection);
    
    Output.Position = mul(inPos, preWorldViewProjection);    
    Output.TextureCoords = inTexCoords;
    
    float3 Normal = normalize(mul(normalize(inNormal), xWorld));    
    Output.LightingFactor = 1;
    if (xEnableLighting)
        Output.LightingFactor = saturate(dot(Normal, -xLightDirection));
    
    return Output;    
}

TexPixelToFrame TexturedPS(TexVertexToPixel PSIn)
{
    TexPixelToFrame Output = (TexPixelToFrame)0;        
    
    Output.Color = tex2D(TextureSampler, PSIn.TextureCoords);
    Output.Color.rgb *= saturate(PSIn.LightingFactor) + xAmbient;

    return Output;
}

technique Textured
{
    pass Pass0
    {  
        VertexShader = compile vs_2_0 TexturedVS();
        PixelShader  = compile ps_2_0 TexturedPS();
    }
}
 Poster : Anonymous
 Posts:
 Country :
 City:

  
Posted by Anonymous on 21/12/2011 at 13:13:54
Thanks this worked first time.
 Poster : Anonymous
 Posts:
 Country :
 City:

  
Posted by Anonymous on 13/05/2012 at 10:10:02
Does anyone know how I get this to work within the Reach profile?
It's complaining because of the 32 integers...
I tried to convert the indices to short, but that doesn't seem to work (or I made a mistake)...
 Poster : Anonymous
 Posts:
 Country :
 City:

  
Posted by Anonymous on 22/05/2012 at 13:02:06
Awesome man .. I've been struggling with the code for two weeks.. and suddenly I thought about the forums .. and here you are ..

Thanks man ! :D

By the way .. can you explain what changes you did and why you did them in order to move from 1_x to 2_0 ????

Thanks one more time for all your work !!!
 Poster : xMLM
 Posts: 4
 Country : US
 City: EP

  
Posted by xMLM on 30/06/2012 at 17:53:13
Thanks for the code!
 Poster : Anonymous
 Posts:
 Country :
 City:

  
Posted by Anonymous on 18/01/2013 at 16:38:16
the reach profile changes are below
it needs ushort or short instead of int

using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;


namespace RemiersTutorial4
{

    public struct VertexPositionNormalColored
    {
        public Vector3 Position;
        public Color Color;
        public Vector3 Normal;

        public static int SizeInBytes = 7 * 4;
        public readonly static VertexDeclaration VertexDeclaration = new VertexDeclaration
              (
                  new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.Position, 0),
                  new VertexElement(sizeof(float) * 3, VertexElementFormat.Color, VertexElementUsage.Color, 0),
                  new VertexElement(sizeof(float) * 3 + 4, VertexElementFormat.Vector3, VertexElementUsage.Normal, 0)
              );
    }

    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        GraphicsDevice device;

        ushort terrainWidth; // high def can use int (needs better gpu basically dx10 capable)
        ushort terrainLength;// reach profile cannot either short or ushort is to be used
        float[,] heightData;

        VertexBuffer terrainVertexBuffer;
        IndexBuffer terrainIndexBuffer;
        VertexDeclaration terrainVertexDeclaration;
        VertexPositionNormalColored[] vertices;
        ushort[] indices;

        Effect effect;
        Matrix viewMatrix;
        Matrix projectionMatrix;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        protected override void Initialize()
        {
            graphics.PreferredBackBufferWidth = 500;
            graphics.PreferredBackBufferHeight = 500;

            graphics.ApplyChanges();
            Window.Title = "Riemer's XNA Tutorials -- Series 4";

            base.Initialize();
        }

        protected override void LoadContent()
        {
            device = GraphicsDevice;

            effect = Content.Load<Effect>("Series4Effects");
            viewMatrix = Matrix.CreateLookAt(new Vector3(130, 30, -50), new Vector3(0, 0, -40), new Vector3(0, 1, 0));
            projectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, device.Viewport.AspectRatio, 0.3f, 1000.0f);

            LoadVertices();
        }

        private void LoadVertices()
        {

            Texture2D heightMap = Content.Load<Texture2D>("heightmap"); LoadHeightData(heightMap);

            SetUpTerrainVertices();
            SetUpTerrainIndices();
            CalculateNormals();
            CopyToTerrainBuffers();
        }

        private void LoadHeightData(Texture2D heightMap)
        {
            float minimumHeight = float.MaxValue;
            float maximumHeight = float.MinValue;

            terrainWidth = (ushort)(heightMap.Width); // can use int ect when using hidef profile
            terrainLength = (ushort)(heightMap.Height);

            Color[] heightMapColors = new Color[terrainWidth * terrainLength];
            heightMap.GetData(heightMapColors);

            heightData = new float[terrainWidth, terrainLength];
            for (int x = 0; x < terrainWidth; x++)
                for (int y = 0; y < terrainLength; y++)
                {
                    heightData[x, y] = heightMapColors[x + y * terrainWidth].R;
                    if (heightData[x, y] < minimumHeight) minimumHeight = heightData[x, y];
                    if (heightData[x, y] > maximumHeight) maximumHeight = heightData[x, y];
                }

            for (int x = 0; x < terrainWidth; x++)
                for (int y = 0; y < terrainLength; y++)
                    heightData[x, y] = (heightData[x, y] - minimumHeight) / (maximumHeight - minimumHeight) * 30.0f;
        }

        private void SetUpTerrainVertices()
        {
            vertices = new VertexPositionNormalColored[terrainWidth * terrainLength];

            for (int x = 0; x < terrainWidth; x++)
            {
                for (int y = 0; y < terrainLength; y++)
                {
                    vertices[x + y * terrainWidth].Position = new Vector3(x, heightData[x, y], -y);

                    if (heightData[x, y] < 6)
                        vertices[x + y * terrainWidth].Color = Color.Blue;
                    else if (heightData[x, y] < 15)
                        vertices[x + y * terrainWidth].Color = Color.Green;
                    else if (heightData[x, y] < 25)
                        vertices[x + y * terrainWidth].Color = Color.Brown;
                    else
                        vertices[x + y * terrainWidth].Color = Color.White;
                }
            }
        }

        private void SetUpTerrainIndices()
        {
            indices = new ushort[(terrainWidth - 1) * (terrainLength - 1) * 6];
            int counter = 0;
            for (int y = 0; y < terrainLength - 1; y++)
            {
                for (int x = 0; x < terrainWidth - 1; x++)
                {
                    ushort lowerLeft = (ushort)(x + y * terrainWidth);
                    ushort lowerRight = (ushort)((x + 1) + y * terrainWidth);
                    ushort topLeft = (ushort)(x + (y + 1) * terrainWidth);
                    ushort topRight = (ushort)((x + 1) + (y + 1) * terrainWidth);

                    indices[counter++] = topLeft;
                    indices[counter++] = lowerRight;
                    indices[counter++] = lowerLeft;

                    indices[counter++] = topLeft;
                    indices[counter++] = topRight;
                    indices[counter++] = lowerRight;
                }
            }
        }

        private void CalculateNormals()
        {
            for (int i = 0; i < vertices.Length; i++)
                vertices[i].Normal = new Vector3(0, 0, 0);

            for (int i = 0; i < indices.Length / 3; i++)
            {
                int index1 = indices[i * 3];
                int index2 = indices[i * 3 + 1];
                int index3 = indices[i * 3 + 2];

                Vector3 side1 = vertices[index1].Position - vertices[index3].Position;
                Vector3 side2 = vertices[index1].Position - vertices[index2].Position;
                Vector3 normal = Vector3.Cross(side1, side2);

                vertices[index1].Normal += normal;
                vertices[index2].Normal += normal;
                vertices[index3].Normal += normal;
            }

            for (int i = 0; i < vertices.Length; i++)
                vertices[i].Normal.Normalize();
        }

        private void CopyToTerrainBuffers()
        {
            terrainVertexBuffer = new VertexBuffer(device, VertexPositionNormalColored.VertexDeclaration, vertices.Length,
                BufferUsage.WriteOnly);
            terrainVertexBuffer.SetData(vertices);
            // hidef
            //terrainIndexBuffer = new IndexBuffer(device, typeof(int), indices.Length, BufferUsage.WriteOnly);
            // reach
            terrainIndexBuffer = new IndexBuffer(device, typeof(ushort), indices.Length, BufferUsage.WriteOnly);
            terrainIndexBuffer.SetData(indices);
        }

        protected override void UnloadContent()
        {
        }

        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            base.Update(gameTime);
        }

        protected override void Draw(GameTime gameTime)
        {
            float time = (float)gameTime.TotalGameTime.TotalMilliseconds / 100.0f;
            RasterizerState rs = new RasterizerState();
            rs.CullMode = CullMode.None;
            device.RasterizerState = rs;

            device.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.Black, 1.0f, 0);
            DrawTerrain(viewMatrix);

            base.Draw(gameTime);
        }

        private void DrawTerrain(Matrix currentViewMatrix)
        {
            effect.CurrentTechnique = effect.Techniques["Colored"];
            Matrix worldMatrix = Matrix.Identity;
            effect.Parameters["xWorld"].SetValue(worldMatrix);
            effect.Parameters["xView"].SetValue(currentViewMatrix);
            effect.Parameters["xProjection"].SetValue(projectionMatrix);

            effect.Parameters["xEnableLighting"].SetValue(true);
            effect.Parameters["xAmbient"].SetValue(0.4f);
            effect.Parameters["xLightDirection"].SetValue(new Vector3(-0.5f, -1, -0.5f));
            foreach (EffectPass pass in effect.CurrentTechnique.Passes)
            {
                pass.Apply();

                device.Indices = terrainIndexBuffer;
                device.SetVertexBuffer(terrainVertexBuffer);

                device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertices.Length, 0, indices.Length / 3);

            }
        }
    }
}

  
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XNA 2.0 Recipes Book (8)
XNA 3.0 Recipes Book (8)
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Extra Reading (3)
Matrices: geometrical
Matrix Mathematics
Homogenous matrices
Community Projects (1)
Tutorials (160)
XNA 4.0 using C# (89)
DirectX using C# (54)
Series 1:Terrain (14)
Opening a window
Linking to the Device
Drawing a triangle
Camera
Rotation - Translation
Indices
Terrain creation
Terrain from file
DirectInput
Importing bmp files
Colored vertices
DirectX Light basics
Mesh creation
Mesh lighting
Series 2: Flightsim (19)
Series 3: HLSL (19)
Short Tuts (2)
Resizing problem
Checking Device caps
DirectX using C++ (15)
DirectX using VB (2)