- added StencilBuffer sample

- added new media files and licensing information
- some work on GraphicsDeviceManager to solve issue #461
- RenderSystemDX10: implemented DepthStencilBuffer handling
- fixed default size of GameWindow and BackBuffer to 800x480
This commit is contained in:
Glatzemann 2011-11-29 13:05:37 +00:00
parent 5ddd0955b4
commit a2baf45eff
17 changed files with 488 additions and 24 deletions

View File

@ -103,6 +103,8 @@ Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Installer", "Installer", "{
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "RenderTarget", "Samples\RenderTarget\RenderTarget.csproj", "{71378D2F-0DCD-4413-8DE0-3FEC0BA04E27}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "StencilBuffer", "Samples\StencilBuffer\StencilBuffer.csproj", "{41E6C2CF-51EA-4D8E-96AE-739CA3951766}"
EndProject
Global
GlobalSection(SubversionScc) = preSolution
Svn-Managed = True
@ -325,6 +327,16 @@ Global
{71378D2F-0DCD-4413-8DE0-3FEC0BA04E27}.Release|Mixed Platforms.Build.0 = Release|x86
{71378D2F-0DCD-4413-8DE0-3FEC0BA04E27}.Release|x86.ActiveCfg = Release|x86
{71378D2F-0DCD-4413-8DE0-3FEC0BA04E27}.Release|x86.Build.0 = Release|x86
{41E6C2CF-51EA-4D8E-96AE-739CA3951766}.Debug|Any CPU.ActiveCfg = Debug|x86
{41E6C2CF-51EA-4D8E-96AE-739CA3951766}.Debug|Mixed Platforms.ActiveCfg = Debug|x86
{41E6C2CF-51EA-4D8E-96AE-739CA3951766}.Debug|Mixed Platforms.Build.0 = Debug|x86
{41E6C2CF-51EA-4D8E-96AE-739CA3951766}.Debug|x86.ActiveCfg = Debug|x86
{41E6C2CF-51EA-4D8E-96AE-739CA3951766}.Debug|x86.Build.0 = Debug|x86
{41E6C2CF-51EA-4D8E-96AE-739CA3951766}.Release|Any CPU.ActiveCfg = Release|x86
{41E6C2CF-51EA-4D8E-96AE-739CA3951766}.Release|Mixed Platforms.ActiveCfg = Release|x86
{41E6C2CF-51EA-4D8E-96AE-739CA3951766}.Release|Mixed Platforms.Build.0 = Release|x86
{41E6C2CF-51EA-4D8E-96AE-739CA3951766}.Release|x86.ActiveCfg = Release|x86
{41E6C2CF-51EA-4D8E-96AE-739CA3951766}.Release|x86.Build.0 = Release|x86
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
@ -345,6 +357,7 @@ Global
{A42413A9-5189-40CB-AACA-D50F24865431} = {9B0DD48B-3912-4F33-AF3F-691AF02B73F9}
{05233BB1-444F-43F6-A3DF-B82AA924E094} = {9B0DD48B-3912-4F33-AF3F-691AF02B73F9}
{71378D2F-0DCD-4413-8DE0-3FEC0BA04E27} = {9B0DD48B-3912-4F33-AF3F-691AF02B73F9}
{41E6C2CF-51EA-4D8E-96AE-739CA3951766} = {9B0DD48B-3912-4F33-AF3F-691AF02B73F9}
{E5D69E75-D77C-493F-BBDA-6F9E73B82549} = {7AD65E6B-2A48-437F-81D9-4CA9C9A85C64}
{60D08399-244F-46A3-91F1-4CFD26D961A3} = {7AD65E6B-2A48-437F-81D9-4CA9C9A85C64}
{6A582788-C4D2-410C-96CD-177F75712D65} = {5725DA44-4F5C-4E93-A957-AC5C85603EE9}

View File

@ -62,16 +62,18 @@ namespace ANX.Framework
#region Private Members
private Game game;
private GraphicsDevice graphicsDevice;
private int backBufferWidth = DefaultBackBufferWidth;
private int backBufferHeight = DefaultBackBufferHeight;
private SurfaceFormat backBufferFormat = SurfaceFormat.Color;
private DepthFormat depthStencilFormat = DepthFormat.Depth24;
private GraphicsProfile graphicsProfile;
private bool isFullScreen;
private bool multiSampling;
#endregion // Private Members
public static readonly int DefaultBackBufferWidth = 800;
public static readonly int DefaultBackBufferHeight = 600; //TODO: this is 480 in the original XNA
private int backBufferWidth = DefaultBackBufferWidth;
private int backBufferHeight = DefaultBackBufferHeight;
public static readonly int DefaultBackBufferHeight = 480;
public event EventHandler<EventArgs> Disposed;
public event EventHandler<EventArgs> DeviceCreated;
@ -143,10 +145,6 @@ namespace ANX.Framework
//TODO: validate graphics device
//TODO: this should be set somewhere else
deviceInformation.PresentationParameters.DeviceWindowHandle = game.Window.Handle;
deviceInformation.PresentationParameters.BackBufferWidth = DefaultBackBufferWidth; //TODO: set real default sizes
deviceInformation.PresentationParameters.BackBufferHeight = DefaultBackBufferHeight;
this.graphicsDevice = new GraphicsDevice(deviceInformation.Adapter, deviceInformation.GraphicsProfile, deviceInformation.PresentationParameters);
//TODO: hookup events
@ -211,13 +209,23 @@ namespace ANX.Framework
protected GraphicsDeviceInformation FindBestDevice(bool anySuitableDevice)
{
//TODO: implement
return new GraphicsDeviceInformation();
//TODO: implement FindBEstDevice
GraphicsDeviceInformation deviceInformation = new GraphicsDeviceInformation();
deviceInformation.PresentationParameters.DeviceWindowHandle = game.Window.Handle;
deviceInformation.PresentationParameters.BackBufferFormat = backBufferFormat;
deviceInformation.PresentationParameters.BackBufferWidth = backBufferWidth;
deviceInformation.PresentationParameters.BackBufferHeight = backBufferHeight;
deviceInformation.PresentationParameters.DepthStencilFormat = depthStencilFormat;
return deviceInformation;
}
protected virtual bool CanResetDevice(GraphicsDeviceInformation newDeviceInfo)
{
throw new NotImplementedException();
//TODO: implement CanResetDevice
return false;
}
protected virtual void RankDevices(List<GraphicsDeviceInformation> foundDevices)
@ -293,12 +301,18 @@ namespace ANX.Framework
{
return this.depthStencilFormat;
}
set { throw new NotImplementedException(); }
set
{
this.depthStencilFormat = value;
}
}
public SurfaceFormat PreferredBackBufferFormat
{
get { throw new NotImplementedException(); }
get
{
return this.backBufferFormat;
}
set { throw new NotImplementedException(); }
}
@ -308,7 +322,10 @@ namespace ANX.Framework
{
return this.backBufferWidth;
}
set { throw new NotImplementedException(); }
set
{
this.backBufferWidth = value;
}
}
public int PreferredBackBufferHeight
@ -317,12 +334,18 @@ namespace ANX.Framework
{
return this.backBufferHeight;
}
set { throw new NotImplementedException(); }
set
{
this.backBufferHeight = value;
}
}
public bool IsFullScreen
{
get { throw new NotImplementedException(); }
get
{
return this.isFullScreen;
}
set { throw new NotImplementedException(); }
}
@ -330,7 +353,12 @@ namespace ANX.Framework
{
get
{
return graphicsDevice.NativeDevice.VSync;
if (graphicsDevice != null && graphicsDevice.NativeDevice != null)
{
return graphicsDevice.NativeDevice.VSync;
}
return true;
}
set
{
@ -340,7 +368,10 @@ namespace ANX.Framework
public bool PreferMultiSampling
{
get { throw new NotImplementedException(); }
get
{
return this.multiSampling;
}
set { throw new NotImplementedException(); }
}

View File

@ -102,6 +102,23 @@ namespace ANX.Framework.Windows.DX10
throw new Exception("can't translate SurfaceFormat: " + surfaceFormat.ToString());
}
public static Format Translate(ANX.Framework.Graphics.DepthFormat depthFormat)
{
switch (depthFormat)
{
case DepthFormat.Depth16:
return Format.D16_UNorm;
case DepthFormat.Depth24:
//TODO: no DirectX10 24Bit depth format???
case DepthFormat.Depth24Stencil8:
return Format.D24_UNorm_S8_UInt;
case DepthFormat.None:
return Format.Unknown;
}
throw new Exception("can't translate DepthFormat: " + depthFormat.ToString());
}
public static SurfaceFormat Translate(SharpDX.DXGI.Format format)
{
switch (format)

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@ -101,6 +101,7 @@ namespace ANX.Framework.Windows.DX10
private RenderTargetView renderView;
private RenderTargetView renderTargetView;
private DepthStencilView depthStencilView;
private SharpDX.Direct3D10.Texture2D depthStencilBuffer;
private SharpDX.Direct3D10.Texture2D backBuffer;
internal Effect_DX10 currentEffect;
private VertexBuffer currentVertexBuffer;
@ -120,7 +121,7 @@ namespace ANX.Framework.Windows.DX10
var desc = new SwapChainDescription()
{
BufferCount = 1,
ModeDescription = new ModeDescription(presentationParameters.BackBufferWidth, presentationParameters.BackBufferHeight, new Rational(60, 1), Format.R8G8B8A8_UNorm),
ModeDescription = new ModeDescription(presentationParameters.BackBufferWidth, presentationParameters.BackBufferHeight, new Rational(60, 1), FormatConverter.Translate(presentationParameters.BackBufferFormat)),
IsWindowed = true,
OutputHandle = presentationParameters.DeviceWindowHandle,
SampleDescription = new SampleDescription(1, 0),
@ -145,6 +146,35 @@ namespace ANX.Framework.Windows.DX10
renderView = new RenderTargetView(device, backBuffer);
currentViewport = new SharpDX.Direct3D10.Viewport(0, 0, presentationParameters.BackBufferWidth, presentationParameters.BackBufferHeight);
//
// create the depth stencil buffer
//
Format depthFormat = FormatConverter.Translate(presentationParameters.DepthStencilFormat);
if (depthFormat != Format.Unknown)
{
DepthStencilViewDescription depthStencilViewDesc = new DepthStencilViewDescription()
{
Format = depthFormat,
};
Texture2DDescription depthStencilTextureDesc = new Texture2DDescription()
{
Width = presentationParameters.BackBufferWidth,
Height = presentationParameters.BackBufferHeight,
MipLevels = 1,
ArraySize = 1,
Format = depthFormat,
SampleDescription = new SampleDescription(1, 0),
Usage = ResourceUsage.Default,
BindFlags = BindFlags.DepthStencil,
CpuAccessFlags = CpuAccessFlags.None,
OptionFlags = ResourceOptionFlags.None
};
this.depthStencilBuffer = new SharpDX.Direct3D10.Texture2D(device, depthStencilTextureDesc);
this.depthStencilView = new DepthStencilView(device, this.depthStencilBuffer);
}
}
#region Clear
@ -526,6 +556,15 @@ namespace ANX.Framework.Windows.DX10
swapChain = null;
}
if (this.depthStencilView != null)
{
this.depthStencilBuffer.Dispose();
this.depthStencilBuffer = null;
this.depthStencilView.Dispose();
this.depthStencilView = null;
}
//TODO: dispose everything else
}
}

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@ -66,7 +66,10 @@ namespace ANX.Framework
internal WindowsGameWindow()
{
this.gameWindow = new RenderForm("ANX Framework");
this.gameWindow = new RenderForm("ANX.Framework");
this.gameWindow.Width = 800;
this.gameWindow.Height = 480;
this.gameWindow.MaximizeBox = false;
this.gameWindow.FormBorderStyle = FormBorderStyle.Fixed3D;

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@ -123,7 +123,7 @@ namespace ANX.Framework.Windows.GL3
Text = "ANX Framework",
MaximizeBox = false,
FormBorderStyle = FormBorderStyle.Fixed3D,
ClientSize = new System.Drawing.Size(800, 600),
ClientSize = new System.Drawing.Size(800, 480),
};
}
#endregion

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@ -8,8 +8,8 @@ using System.Runtime.InteropServices;
[assembly: AssemblyTitle("KeyboardSample")]
[assembly: AssemblyProduct("KeyboardSample")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyCopyright("Copyright © 2011")]
[assembly: AssemblyCompany("ANX.Framework Team")]
[assembly: AssemblyCopyright("Copyright © ANX.Framework Team 2011")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]

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@ -31,7 +31,8 @@ namespace RenderTarget
protected override void Initialize()
{
//graphics.PreferredDepthStencilFormat = DepthFormat.Depth24Stencil8;
//graphics.ApplyChanges();
base.Initialize();
}

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@ -83,6 +83,20 @@
<Processor>TextureProcessor</Processor>
</Compile>
</ItemGroup>
<ItemGroup>
<Compile Include="Textures\chest.png">
<Name>chest</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
</ItemGroup>
<ItemGroup>
<Compile Include="Textures\stone_tile.png">
<Name>stone_tile</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
</ItemGroup>
<Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA Game Studio\$(XnaFrameworkVersion)\Microsoft.Xna.GameStudio.ContentPipeline.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.

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@ -0,0 +1,140 @@
#region Using Statements
using System;
using ANX.Framework;
using ANX.Framework.Graphics;
#endregion // Using Statements
namespace StencilBuffer
{
public class Game1 : Game
{
private readonly GraphicsDeviceManager graphics;
private SpriteBatch spriteBatch;
private Texture2D crate;
private Texture2D ground;
private SamplerState SamplerState;
private DepthStencilState RenderObjectsStencilState;
private DepthStencilState StencilStateRenderShadows;
//protected static SamplerState SamplerState = new SamplerState
//{
// AddressU = TextureAddressMode.Wrap,
// AddressV = TextureAddressMode.Wrap,
// AddressW = TextureAddressMode.Wrap,
// Filter = TextureFilter.Linear,
//};
//private static readonly DepthStencilState RenderObjectsStencilState = new DepthStencilState()
//{
// DepthBufferEnable = true,
// DepthBufferWriteEnable = true,
// DepthBufferFunction = CompareFunction.Always,
// ReferenceStencil = 2,
// StencilEnable = true,
// StencilPass = StencilOperation.Increment,
//};
//private static readonly DepthStencilState StencilStateRenderShadows = new DepthStencilState
//{
// DepthBufferEnable = true,
// DepthBufferWriteEnable = true,
// DepthBufferFunction = CompareFunction.LessEqual,
// ReferenceStencil = 1,
// StencilEnable = true,
// StencilPass = StencilOperation.Keep,
//};
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "SampleContent";
}
protected override void Initialize()
{
//graphics.PreferredDepthStencilFormat = DepthFormat.Depth24Stencil8;
//graphics.ApplyChanges();
base.Initialize();
}
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
crate = Content.Load<Texture2D>(@"Textures/chest");
ground = Content.Load<Texture2D>(@"Textures/stone_tile");
this.SamplerState = new SamplerState()
{
AddressU = TextureAddressMode.Wrap,
AddressV = TextureAddressMode.Wrap,
AddressW = TextureAddressMode.Wrap,
Filter = TextureFilter.Linear,
};
this.RenderObjectsStencilState = new DepthStencilState()
{
DepthBufferEnable = true,
DepthBufferWriteEnable = true,
DepthBufferFunction = CompareFunction.Always,
ReferenceStencil = 2,
StencilEnable = false,
StencilPass = StencilOperation.Increment,
};
this.StencilStateRenderShadows = new DepthStencilState
{
DepthBufferEnable = true,
DepthBufferWriteEnable = true,
DepthBufferFunction = CompareFunction.LessEqual,
ReferenceStencil = 1,
StencilEnable = false,
StencilPass = StencilOperation.Keep,
};
}
private void RenderObjects()
{
spriteBatch.Begin(SpriteSortMode.Texture, null, SamplerState, RenderObjectsStencilState, null);
spriteBatch.Draw(crate, new Vector2(100, 100), Color.White);
spriteBatch.Draw(crate, new Vector2(-15, -15), Color.White);
spriteBatch.End();
}
private void RenderGround()
{
spriteBatch.Begin(SpriteSortMode.Texture, null, SamplerState, RenderObjectsStencilState, null);
for (int y = 0; y < 2; y++)
{
for (int x = 0; x < 4; x++)
{
spriteBatch.Draw(ground, new Vector2(x * 255, y * 255), Color.White);
}
}
spriteBatch.End();
}
private void RenderShadows()
{
spriteBatch.Begin(SpriteSortMode.Texture, null, SamplerState, StencilStateRenderShadows, null);
spriteBatch.Draw(crate, new Vector2(125, 125), new Color(0, 0, 0, 0.5f));
spriteBatch.Draw(crate, new Vector2(10, 10), new Color(0, 0, 0, 0.5f));
spriteBatch.End();
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.Stencil, Color.CornflowerBlue, 1.0f, 2);
RenderGround();
RenderShadows();
RenderObjects();
base.Draw(gameTime);
}
}
}

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@ -0,0 +1,21 @@
using System;
namespace StencilBuffer
{
#if WINDOWS || XBOX
static class Program
{
/// <summary>
/// The main entry point for the application.
/// </summary>
static void Main(string[] args)
{
using (Game1 game = new Game1())
{
game.Run();
}
}
}
#endif
}

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@ -0,0 +1,34 @@
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("StencilBuffer")]
[assembly: AssemblyProduct("StencilBuffer")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyCompany("ANX.Framework Team")]
[assembly: AssemblyCopyright("Copyright © ANX.Framework Team 2011")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type. Only Windows
// assemblies support COM.
[assembly: ComVisible(false)]
// On Windows, the following GUID is for the ID of the typelib if this
// project is exposed to COM. On other platforms, it unique identifies the
// title storage container when deploying this assembly to the device.
[assembly: Guid("f35b9f5e-6e40-4411-b041-f7f449eb3df3")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
[assembly: AssemblyVersion("1.0.0.0")]

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@ -0,0 +1,151 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<ProjectGuid>{41E6C2CF-51EA-4D8E-96AE-739CA3951766}</ProjectGuid>
<ProjectTypeGuids>{6D335F3A-9D43-41b4-9D22-F6F17C4BE596};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">x86</Platform>
<OutputType>WinExe</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>StencilBuffer</RootNamespace>
<AssemblyName>StencilBuffer</AssemblyName>
<TargetFrameworkVersion>v4.0</TargetFrameworkVersion>
<TargetFrameworkProfile>Client</TargetFrameworkProfile>
<XnaFrameworkVersion>v4.0</XnaFrameworkVersion>
<XnaPlatform>Windows</XnaPlatform>
<XnaProfile>HiDef</XnaProfile>
<XnaCrossPlatformGroupID>8d206378-4698-42f2-a96f-90f1ce3daa81</XnaCrossPlatformGroupID>
<XnaOutputType>Game</XnaOutputType>
<ApplicationIcon>anx.ico</ApplicationIcon>
<Thumbnail>GameThumbnail.png</Thumbnail>
<PublishUrl>publish\</PublishUrl>
<Install>true</Install>
<InstallFrom>Disk</InstallFrom>
<UpdateEnabled>false</UpdateEnabled>
<UpdateMode>Foreground</UpdateMode>
<UpdateInterval>7</UpdateInterval>
<UpdateIntervalUnits>Days</UpdateIntervalUnits>
<UpdatePeriodically>false</UpdatePeriodically>
<UpdateRequired>false</UpdateRequired>
<MapFileExtensions>true</MapFileExtensions>
<ApplicationRevision>0</ApplicationRevision>
<ApplicationVersion>1.0.0.%2a</ApplicationVersion>
<IsWebBootstrapper>false</IsWebBootstrapper>
<UseApplicationTrust>false</UseApplicationTrust>
<BootstrapperEnabled>true</BootstrapperEnabled>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|x86' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\x86\Debug</OutputPath>
<DefineConstants>DEBUG;TRACE;WINDOWS</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<NoStdLib>true</NoStdLib>
<UseVSHostingProcess>false</UseVSHostingProcess>
<PlatformTarget>x86</PlatformTarget>
<XnaCompressContent>false</XnaCompressContent>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|x86' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\x86\Release</OutputPath>
<DefineConstants>TRACE;WINDOWS</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<NoStdLib>true</NoStdLib>
<UseVSHostingProcess>false</UseVSHostingProcess>
<PlatformTarget>x86</PlatformTarget>
<XnaCompressContent>true</XnaCompressContent>
</PropertyGroup>
<ItemGroup>
<Reference Include="mscorlib">
<Private>False</Private>
</Reference>
<Reference Include="System">
<Private>False</Private>
</Reference>
<Reference Include="System.Xml">
<Private>False</Private>
</Reference>
<Reference Include="System.Core">
<Private>False</Private>
</Reference>
<Reference Include="System.Xml.Linq">
<Private>False</Private>
</Reference>
<Reference Include="System.Net">
<Private>False</Private>
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="Program.cs" />
<Compile Include="Game1.cs" />
</ItemGroup>
<ItemGroup>
<Content Include="anx.ico" />
<Content Include="GameThumbnail.png" />
</ItemGroup>
<ItemGroup>
<BootstrapperPackage Include=".NETFramework,Version=v4.0,Profile=Client">
<Visible>False</Visible>
<ProductName>Microsoft .NET Framework 4 Client Profile %28x86 and x64%29</ProductName>
<Install>true</Install>
</BootstrapperPackage>
<BootstrapperPackage Include="Microsoft.Net.Client.3.5">
<Visible>False</Visible>
<ProductName>.NET Framework 3.5 SP1 Client Profile</ProductName>
<Install>false</Install>
</BootstrapperPackage>
<BootstrapperPackage Include="Microsoft.Net.Framework.3.5.SP1">
<Visible>False</Visible>
<ProductName>.NET Framework 3.5 SP1</ProductName>
<Install>false</Install>
</BootstrapperPackage>
<BootstrapperPackage Include="Microsoft.Windows.Installer.3.1">
<Visible>False</Visible>
<ProductName>Windows Installer 3.1</ProductName>
<Install>true</Install>
</BootstrapperPackage>
<BootstrapperPackage Include="Microsoft.Xna.Framework.4.0">
<Visible>False</Visible>
<ProductName>Microsoft XNA Framework Redistributable 4.0</ProductName>
<Install>true</Install>
</BootstrapperPackage>
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\ANX.Framework\ANX.Framework.csproj">
<Project>{6899F0C9-70B9-4EB0-9DD3-E598D4BE3E35}</Project>
<Name>ANX.Framework</Name>
</ProjectReference>
<ProjectReference Include="..\..\InputSystems\ANX.InputSystem.Windows.XInput\ANX.InputSystem.Windows.XInput.csproj">
<Project>{60D08399-244F-46A3-91F1-4CFD26D961A3}</Project>
<Name>ANX.InputSystem.Windows.XInput</Name>
</ProjectReference>
<ProjectReference Include="..\..\RenderSystems\ANX.Framework.Windows.DX10\ANX.Framework.Windows.DX10.csproj">
<Project>{5BE49183-2F6F-4527-AC90-D816911FCF90}</Project>
<Name>ANX.Framework.Windows.DX10</Name>
</ProjectReference>
<ProjectReference Include="..\..\SoundSystems\ANX.SoundSystem.Windows.XAudio\ANX.SoundSystem.Windows.XAudio.csproj">
<Project>{6A582788-C4D2-410C-96CD-177F75712D65}</Project>
<Name>ANX.SoundSystem.Windows.XAudio</Name>
</ProjectReference>
<ProjectReference Include="..\SampleContent\SampleContent.contentproj">
<Project>{FA6E229D-4504-47B1-8A23-2D3FCC13F778}</Project>
<Name>SampleContent</Name>
<XnaReferenceType>Content</XnaReferenceType>
</ProjectReference>
</ItemGroup>
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
<Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA Game Studio\Microsoft.Xna.GameStudio.targets" />
<!--
To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>

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