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Super-noob question here. I tried deferred rendering on a test scene and with the normal method of enabling anti-aliasing (PreferMultiSampling = true), it results in a thin white line around my test model. Is there an alternate way for the engine to support anti-aliasing or is there some sort of limitation...
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Hi, Sometimes I feel like such a newbie. :) If I have a Cube that sits on top of a Plane and I add Ambient light only. The cube looks flat and blends with the plane and I can't see which is which. Is there a way to make the bottom corners/sides of the cube to get darker and is this what's called...
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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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Yes, you'll have it in a min EDIT: Okay I sent it to you, let me know if you got it.
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Hi, I'm begining to work with Sunburn Pro and the Custom Effects Example. I wonder if there is any easy way to translate or adapt FX shaders made with ShaderFX (plugin for 3dMax) for Sunburn Deferred rendering system. I can see some of the variables (see picture) of the shader on the Sunburn editor...
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What ho, I've recently purchased SunBurn and am writing a post processor which works rather like a cel shader in that it needs to detect differences between normal vectors and munge the image around accordingly. I'm using deferred rendering and am successfully grabbing the DeferredNormalViewSpaceAndSpecular...
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In short: Is there any way for me to get the SceneObject that is causing the error? EDIT: I am 99% certain I have removed the disposed objects, but it is still trying to render them. Is there a delay upon removing? At length: I am getting an "ObjectDisposedException" within my BeginFrameRendering...
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Hi, In my game, I'm using a Double precision system to handle large planetary systems. So positions are stored using a DoubleVector (X, Y and Z are doubles instead of floats) and are then translated to Xna translation matrix for rendering. I'm using SunBurn to render my planets with a Projection...
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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...