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  • What effect-passes does the engine expect?

    I am trying to implement a custom effect for one of my animated models. I've had the problem, though, that anything I rendered with my custom effect was overexposed, although lighting was at intensity 1.0. While testing, I've found that the colors of the rendered result were always twice as bright...
    Posted to Using SunBurn (Forum) by Sandman on 08-20-2010
  • 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 cjhazard on 08-04-2010
  • Force no lighting on SceneObject Deferred

    Hi all, I am cleaning up my code so that everything is part of the SunBurn rendering system (I had some quads rendering after the SceneInterface Render() call using some Depth tricks to achieve the expected result) and in order to do so, it would require these SceneObjects to avoid applying the Lights...
    Posted to Using SunBurn (Forum) by Philippe Da Silva on 06-17-2010
  • Re: Billbords with Sunburn

    Hi Jhon, Yes. Your updated Billboard class works fine. I've given below some screen shots from the game. 1) With a new instance of BasicEffect 2 ) With a custom Effect P.S. :- Until I get a decent foliage texture from our graphics designer I have used the same texture that I have for my tree leaves...
    Posted to The Lounge (Forum) by gamoslk on 04-27-2010
  • How to use FullFrameQuad?

    Hi, Could anyone come up with a small Update/Draw sample code on how to use FullFrameQuad? I've been trying to use it for the whole afternoon with no success... and can't get any idea on what I'm doing wrong... Just for some clarification: I'm simply creating a Fade In / Fade Out effect...
    Posted to Using SunBurn (Forum) by Philippe Da Silva on 04-07-2010
  • My Custom Geometry is invisible, but casts shadows.

    Hey, I'm having some issues with custom geometry. It casts shadows to world around, but it itself is completely invisisble. We create a mesh in code, using a vertex buffer, index buffer and vertex positionnormaltexture for our vertex type. CustomMesh FinalBall = new CustomMesh(VertexBuffer, IndexBuffer...
    Posted to Using SunBurn (Forum) by 2.0 Studios on 02-26-2010
  • Cubemapping/Shaders and Sunburn Rendering

    G'day, I've managed to get a cube map rendering outside of sunburn onto a sphere. Now I want that sphere to cast shadows as well as be cube mapped. But I am stumped, and I am using deferred lighting. Currently I have 3 stages for rendering my cube map: Generate the map. I do this by rendering...
    Posted to Using SunBurn (Forum) by 2.0 Studios on 02-19-2010
  • Robot HDR - Texture not found why not materials hdr found xna

    Robot model with non HDR with the huffs phenomenon in realtime
    Posted to The Lounge (Forum) by omarpower on 02-14-2010
  • Instancing with deferred effects and custom meshes

    Is there a way to use instancing with deferred effects and scene objects? I am having some difficulties converting the example, which uses forward rendering; it could be that I use a (simple) custom mesh and a custom POM shader. If not, are there good ways to optimize the repetition of large numbers...
    Posted to Using SunBurn (Forum) by style88 on 01-18-2010
  • Line drawing coming up black instead of colored. Unless sunburn editor is attached

    I have been trying to draw lines and i have managed to get it working but they don't draw using the colors they are ment to be using :( Unless i start the sunburn light editor and then all of a sudden they are fully colored... What is sunburn changeing to get my lines to draw right when we open the...
    Posted to Using SunBurn (Forum) by 2.0 Studios on 01-17-2010
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