Getting Code to work on 360

Topics: Developer Forum
Jan 9, 2007 at 9:30 PM
I can do a direct port of the code to 360, but it seems that roughly half of the vertices use the incorrect bones when rendered on the xbox. On windows, it works perfectly fine. Any ideas why this would occur?

In order to debug, I also need to get some sort of text output. However, all of the text output libraries I have found have either not worked or were targeted for XNA beta.
Jan 10, 2007 at 3:14 AM

Endian-ness and/or byte-packing differences when you read/write the info? That's the first thing that comes to mind. I imagine the compiler would have generated some angry warnings if that was the actual problem, though.

As for text display... Rocket Commander XNA has a TextureFont class, which may serve your purpose.
Jan 11, 2007 at 2:46 PM
You can also use Trace.Write() to output to the debugger.

Jan 12, 2007 at 12:02 AM
Ah thanks for help.