All Tags » depth (RSS)

Browse Forum Posts by Tags

Showing related tags and posts for the Forums application. See all tags in the site
  • Depthbuffers and different Projection far planes

    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...
    Posted to Using SunBurn (Forum) by Philippe Da Silva on 09-08-2010
  • Re: NormalDepth Custom Shader

    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...
    Posted to Using SunBurn (Forum) by CJ Bailey on 08-04-2010
  • How to get the z/depth buffer

    Hey i was wondering if there was an easy way to get the depth buffer in sunburn after i render to sunburn... Or do i have to render all my objects again using a shader that just writes the depth infomation? I have tryed MainDepthRT = deferredBuffers.GetDeferredBuffer(DeferredBufferType.DepthAndSpecularPower...
    Posted to Using SunBurn (Forum) by 2.0 Studios on 02-17-2010
  • Converting 1.3.1 -- Issues with rendering

    G'day, We are attempting to convert our project up to 1.3.1. It runs, but has some issues. Mainly that until we move the camera, it all looks fine. Then everything degenerates into these wierd artifacts, with peices of geometry not rendering, or being sliced up. I don't really know how to describe...
    Posted to Using SunBurn (Forum) by 2.0 Studios on 02-17-2010
  • Product Enhancement Request : Alpha Blending

    Dear team Purchasing Sunburn was one of the best things I've done in a while. The results I'm getting for my XNA projects are (for me) breath taking. This feature may be in the product roadmap, but if not... After reading several forum threads surrounding semi-transparent blended (rather than...
    Posted to Using SunBurn (Forum) by Duckocide on 02-07-2010
  • Re: Integrating DPSF

    OK, I got it!!! Mea culpa! Mea maxima culpa!!! I was very solid in thinking that I have switched my project to Sunburn 1.2.6 but instead I still worked with 1.2.3. Switching the DLLs and adapting my engine which was easy enough I retried my torch flame test and surprise! Everything works as expected...
    Posted to Using SunBurn (Forum) by helmers on 01-08-2010
  • Integrating DPSF

    Hi, I want to integrate DPSF into my Game Engine which uses Sunburn for the graphics. Integration was so far pretty easy but now I'm stuck with one problem. I draw the particle systems via the ParticleSystemManager. The manager itself is called after EndFrameRendering() (using deffered rendering...
    Posted to Using SunBurn (Forum) by helmers on 01-02-2010
  • Re: Clipping

    Good catch! This is a great post to have on hand for similar questions in the future - just posting back to tag the thread.
    Posted to Using SunBurn (Forum) by JohnK "bobthecbuilder" on 06-29-2009
Page 1 of 1 (8 items)