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I'm trying to find some sort of gui system where I can popup the score when the player runs into a big prize or treasure and then the score popup dissappears. I know there is klenex..errr i mean Nuclex : http://nuclexframework.codeplex.com/ but i can't seem to make it work. it dunno what padding...
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Here is a Triplanar DeferredSasEffect I implemented recently. http://www.synapsegaming.com/wikis/community_created_resources/triplanar-deferredsaseffect.aspx Currently it just implements diffuse and normal mapping. The normal mapping is a little off, I think it is using the wrong coordinate space when...
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Hi, I've tried out the emissive maps and they work great except they don't actually "glow", which is kind of necessary for my game. I've heard about using the HDR to make it more glowy, but I don't think that's quite the effect I'm looking for. The other method I've...
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Hi, I've implemented a quite basic shader that I'm loading as demonstrated in the Custom Effect sample. The goal is to render a simple Quad with two textures that are unlitted. I've developped the shader with Nick gravelyn's Shader Toy which uses a simple XNA Game viewport to render the...
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Hi guys, I'm getting stuck on this one and feel ashamed not moving on with such a simple thing. I got most of what implies making a Deferred Shader that uses all the great built in lighting, specular, depth SunBurn features but I can't get a result for a simple diffuse shader. Let me explain...
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Would it be possible to apply a Sunburn to game-generated geometry? I would also like to incorporate it in the sunburn a similar manner to loaded geometry. I'm essentially trying to render a triangle, then apply an effect to it which is stored in a sunburn .mat file. Once again, I'd like to thank...
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Thanks JohnK. The deferred rendering option sounds sounds like it might be the simplest way forward since the edge-effect post processor does indeed seem to only detect differences in the depth and normals, so I could probably just use what is already provided by Sunburn's deferred buffer object...
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I'm trying to make each mesh a little bit larger, because I have written a shader which applies parallax occlusion mapping and a 'bleed off' effect, and then apply this shader to it. Basically, the points would be displaced a little bit for each triangle to make it slightly bigger than it...