Therefore, only a portion of my actual drawn screen is visible (around 400x300, I'm guessing). How do I fix this?
hi Guys another update with the games component for redering bounding box,Spheres , line, the code e...
By tridex
I was wondering, is there a proper way to setup an object in max for export as .fbx to xna?For examp...
By dchin
Get it here:http://www.microsoft.com/downloads/details.aspx?FamilyID=21e979e3-b8ae-4ea6-8e65-393ea76...
By davidweller_msft
Hi all,i has few question with xna game studio express, hope sombody help.Q1. How to draw dynamic te...
By brian_tsim
Would paint work with XNA for developing levels?...
By demonslayer, 2 Comments
I had some general questions about xna:Will the final product be something meant for small ISV style...
By gleason78, 1 Comments
Hello!Can I develop games with XNA Framework without downloading XNA Game Studio Express? Thanks in ...
By marlun, 11 Comments
I want to ask, are there any chance for support VB.NET in XNA for the next time? I develop only dat...
By simon_56387, 7 Comments
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By benji720, 3 Comments
Ah, figured it out. Apparently using the GraphicsDevice.PresentationParameters.BackBufferWidth and Height properties is a bad idea. I switched to using the graphics.PreferredBackBufferWidth and Height properties, and it works. I wonder, why the former doesn't cascade properly to the ClientBounds?
dusda | Mon, 03 Sep 2007 21:47:00 GMT |
I have been playing around with XNA on my 360, but here is a nice little snip of what I've been using to make sure the resolution/buffer was what I wanted
graphics.PreferredBackBufferHeight = graphics.GraphicsDevice.DisplayMode.Height;
graphics.PreferredBackBufferWidth = graphics.GraphicsDevice.DisplayMode.Width;
graphics.ApplyChanges();
I know its not exactly what you were looking for, but it might stimulate something.
reapazor | Mon, 03 Sep 2007 21:48:00 GMT |