Converting .fbx to .XBL - xna

Attempting to convert a 3D object to a ".xbl" to upload to an external application however having no joy with either Autodesks old FBX Converter or my own research...
Have tried Autodesk FBX Converter 2013, Attempted to install XNA studio on win 10, also attempted importing .fbx to MONOGAME and exporting that way...
None.
One .XBL file containing a 3D Model.

Related

Do I need multiple test fixtures for PDF (.AI) conversion with ImageMagick

I implemented a specialized utility for my team to batch convert AI files to other formats. It's using imagick and works well with the 1 AI file I used. They to need officially support Illustrator v 9 and upward.
Is it sufficient enough to write a test for the utility using an AI file saved for Illustrator 9 and be confident that the embedded PDF data is similar enough that I don't have to add test AI files saved in other versions of AI?
In other words, if it can properly convert the PDF (in the AI file) saved with Illustrator v 9 then all other formats will convert 100% the same?
Or should I add test fixtures (AI files) for each other version of Illustrator because the natively supported PDF format changed significantly?
Or ... does ImageMagick already account for these differences?
I tried same thing before. Simple answer is there is always something different. After trying for almost 3 months. I decide to use Illustrator Javascript API to convert files. And it works well.
It really depends on the version of GhostScript installed because ImageMagick uses GhostScript for converting from PDF.
If the version of AI used is 9 and above, and if the .ai file is saved with PDF compatibility and your GhostScript is up to date .. then GhostScript should have no issue converting it regardless of the version of Illustrator (from 9 or above) that it was produced with. Illustrator specific information is saved at the end of the PDF file which affects the specific version of Illustrator and this is data that is not consequential to GhostScript.

Using DirectX Effect11 with Visual Studio 2012

I recently updated to Visual Studio 2012 Ultimate. I was programming previously with DirectX 11 June 2010 SDK and want to continue to do so using Visual Studio 2012. However, I discovered that VS2012 comes with its own DirectX SDK (in Windows Kit 8.0) and I've been trying to migrate my code using the newer versions of d3d11. Everything went fine until I try to use effect files in my project (.fx files). I had to compile the Effects11 Sample in the DirectX SDK using VS2012 and link the lib file in my project. That went fine too. However, when I compile my project the function D3DX11CreateEffectFromMemory returns a E_NOINTERFACE error (no such interface is supported). Can anyone tell me why is that? Note that I'm using the d3d11.lib from the Windows Kit and the d3dx11.lib from the DirectX SDK. Perhaps I shouldn't mix them? However, everything else works fine when I mix them, except for the effect file creation.
Any help would be appreciated.
P.S. I don't know if this is helpful but just so you know, if I add an additional library directory in the project settings of "DirectXSDKInstallPath\lib\x86\" it works. Why is that? Does it mean I'm using the older version of the libraries? This will give a ton of warnings about redefined headers in winerror.h
D3DX Library has been deprecated for the newest version of DirectX 11 (Windows 8). See http://msdn.microsoft.com/en-us/library/windows/desktop/bb172965(v=vs.85).aspx
Effects are now handled a different way. You can program your own library to load effects or use DirectX Tool Kit (DirectXTK): http://directxtk.codeplex.com/
Microsoft has recommended this tool kit on their web site, see http://msdn.microsoft.com/en-us/library/windows/desktop/ee663275.aspx for more information.
Effect11 has moved to https://fx11.codeplex.com/, you need to compile it and link yourself.
DirectXTK does not provide the effect11 interface, but only simplified effects
This is probably caused by d3d library conflicts.
Make sure what d3d libraries you are using.Because there are 2 different d3d libraries.
One in DXSDK_DIR\Lib\x86 or \x64,and one in c:\program files(x86?)\Microsoft SDKs.
If you are using DXSDK, then pass $(DXSDK_DIR)Include $(DXSDK_DIR)Lib\x86 ahead of Microsoft SDKs' includes,libs directory in the Include directories and Library directories fields respectively.
In the previous version of Direct3D, the effects framework worked out of the box once you linked with the D3D10 library. In Direct3D 11, the effects framework has been moved to the D3DX library, and you have to include a separate header file (d3dx11Effect.h) and link with a separate library (D3DX11Effects.libfor release builds and D3DX11EffectsD.libfor debug builds).
Furthermore, in Direct3D 11, they give you the full source code for the effects library code (DirectX SDK\Samples\C++ \Effects11). Thus, you could modify the effects framework for your own needs. In this book, we will only be using the effects framework as is, without modification. In order to use the library, you need to first build the Effects11project in both release and debug mode to generate the D3DX11Effects.lib and D3DX11EffectsD.libfiles; you will only need to do this once unless the effects framework is updated (e.g., a new version of the DirectX SDK may update these files, so you may want to rebuild the .lib files to get the latest version). The d3dx11Effect.h header file can be found in DirectX SDK\Samples\C++\Effects11\Inc.
For our sample projects, we place the d3dx11Effect.h, D3DX11EffectsD.lib, and D3DX11Effects.libfiles in the Commondirectory that all of our projects share code from (see the “Introduction” for a description of the sample project organization).

How to use an .xnb file in MonoGame on Windows 8?

I've got an .xnb file from a Windows Phone project made on Windows 7. I'd like to use the same asset in a Windows 8 Metro app. I've got MSVS 2012 RC on Windows 8 with a project from the MonoGameWindowsMetroApplication template. I put the .xnb file in the project Assets folder and tried to load it, but I get an exception telling me that the asset can't be loaded. What properties or configuration do I need to be able to use the .xnb file?
While MonoGame is working on the Content Pipeline piece of the framework, you can simply use the same Content Pipeline engine that you used for the Windows Phone 7 game to create a Content Pipeline and use the associated .xnb files in your Windows 8 XNA MonoGame project.
I have a blog tutorial series on building XNA games with MonoGame for Windows 8, and if you look at Part 3, I provide a step-by-stepy walkthrough of accomplishing this. My hands-on lab and information on my blog was reviewed and approved by the MonoGame team.
See info here: http://blogs.msdn.com/b/tarawalker/archive/2013/01/04/windows-8-game-development-using-c-xna-and-monogame-3-0-building-a-shooter-game-walkthrough-part-3-updating-graphics-using-content-pipeline-with-monogame.aspx
The runtime Xna framework has many type reader objects that read the various xnb files. Some of the type readers are for xnb files that were processed from fbx models, others are xnb files processed from 2d image files, etc.
When you call content.Load<T>(xnb file name), The content manager uses the appropriate reader to read the byte information of the xnb file into the appropriate Xna class. The byte information in an xnb file is designed to be used in a specific Xna class, no other. There are no Xna classes in metro.
All this to say there are no type readers in the metro environment that read these xnb files. You would have to write your own. It's not that hard though, that's similar to what I did. I now process an fbx file into xnb by building an Xna project, then my xna project writes the runtime model's data to my own binary file, which I read from my metro app. But I could've simply read the xnb also. I just would have had to study the contentManager's & Model class' type readers to see how the byte info was distributed.
After all is said and done, it just means I don't have to learn the FBXSDK which would be the standard way (and arguably preferred way) of bringing in model info.
EDIT - sorry, didn't clue into the use of the mono framework. I don't know anything about that... Maybe they do have a way of importing xnb files.
Are you on the develop3D branch? I think you need to add a dummy Content project and add it to that project, not your assets, build that project first, then you need to reference that project in your MonoGame project.
I didn't succeed on that yesterday as I'm using the current stable but one of the MonoGame guys told me to do just that yesterday. Here are some instructions:
https://github.com/mono/MonoGame/wiki/MonoGame-Content-Processing
In MonoGame content pipeline is not present, at least as off now.
Its very easy.
1)Create a xna project in VS2010
2)add all your assets over there.
3)Rebuild your project. Go to bin/x86/debug/content and copy all contents from there
Now go to your VS2012 Mono Project bin/x86/debug look for content folder, if its there copy all content there else create a content folder and copy all content there.
Now without changing even single line of code just run your project and you will find everything working great!!!
Let me know if you find any difficulty doing that.

Render video to Direct3D 9.0c texture

I have been trying to play a video in my Direct3D application and have been trying to do so with the help of DirectShow. My problem is that I cannot find how to get the frame data to put into a texture (ISampleGrabber won't install).
Does anyone know of any methods or examples of this being done?
ISampleGrabber is available in all versions of Windows released last 15+ years
Look for "Microsoft® DirectX® 9.0 SDK Update (October 2004)" which contains sample app, which does exactly what you want:
Texture3D Sample Description
Draws video on a Microsoft® Direct3D texture surface.
Note This sample does not support changing the display properties of
the monitor while the sample is running.
Path
Source: (SDK root)\Samples\C++\DirectShow\Players\Texture3D
Executable: (SDK root)\Samples\C++\DirectShow\Bin\Texture3D.exe
UPDATE. Even though Sample Grabber existed though many many versions of Windows, it was finally removed along with other filters hosted by qedit.dll in most recent versions of operating systems (Windows Server 2008 in particular). Those whose application are dependent on this API, should consider building a replacement using Grabber sample from older SDKs. The same applies to those needing this filter because of so many references on Internet and tutorials on how to use it to get access to media streams.
The filter was removed silently and without any replacement. Microsoft suggests that Media Foundation is an alternate option and successor to DirectShow, which is however hardly helpful.

Create a thumbnail of a dwg in in a linux environment

Creating a ruby on rails site that uses RMagick to create thumbnails for many types of images. RMagick cannot read dwg files however.
I've tried a few things, looked into the Java library JDWGLib, which would probably allow me to write a converter, but it would be a total from the ground up solution, where I just need a thumbnail.
Also considered using a viewer program to open the file in a remote X session and do a screen capture, however I'm not sure how I could ever guarantee that the viewer had completed opening when I took the screenshot.
I'm not concerned with being able to manipulate the file other than to create the thumbnail. It is going to be used for commercial purposes, so any libraries used need to be compatible.
cad2svg is a simple Linux command-line utility that automatically converts AutoCAD files (both dwg and dxf) to SVG.
the link
I could not find any command-line-able tool for making thumbnails, on either windows or linux.
I guess you could download the DWGdirect lib (C++) wich allows the exportation of a DWG to a bitmap... but this requires purchasing a membership license on the """Open""" Design Aliance.
I would recommend adding an additional file input on your form that says "thumbnail". And let the users provide the screenshots.

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