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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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I'm pretty new to Sunburn but have a decent amount of game dev experience prior. I recently move to deferred rendering, but the terrain in my scene appears to have incorrect normals. I do have the terrain set to the "Terrain - SunBurn deferred terrain" processor. All other models render...
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Does anyone know why when I change textures dynamically (proc generated in the game code), when rendered, they are darker at a distance? I'm using DeferredObjectEffect.Clone to create an Effect to take the revised texture. Any thoughts? Only seems to happen on 360 build?
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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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My apologies, I did some further testing, and it turned out to be an issue with my texturing, not the shadows, so the fix isn't worth posting. This topic can be deleted. Kinda freaky how shadow-looking it was though :-P. Cheers.
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Howdy! I do not understand how the normals in the deferred buffers are being calculated. (see below) I am a student planning to enter imagine cup using sunburn this semester. I have been an “invisible” community member(err now “pro” right?) for awhile now but I read the forums...
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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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In my game I've been making, I've run into a strange performance issue with the scene I've imported in. After doing a lot of testing, I've come here to ask for help. I'll try to describe everything I've done. The game is intended for the Xbox 360, so all framerates are based on...
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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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Hey, We are trying to get instancing working with sunburn deferred lighting. But when we run this on Xbox, we get the error: An unhandled exception of type 'Microsoft.Xna.Framework.Graphics.DriverInternalErrorException' occurred in Microsoft.Xna.Framework.dll Additional information: The driver...