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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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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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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...
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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...
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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...
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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...
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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...
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Good catch! This is a great post to have on hand for similar questions in the future - just posting back to tag the thread.