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I'm trying to find some sort of gui system where I can popup the score when the player runs into a big prize or treasure and then the score popup dissappears. I know there is klenex..errr i mean Nuclex : http://nuclexframework.codeplex.com/ but i can't seem to make it work. it dunno what padding...
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Hello Sunburn Community, I’m not sure if this is a bug or if I’m doing something wrong. I’ve been trying to create an “Ambient Light Shader.” This was supposed to be an easy first step towards more difficult shaders. Unfortunately I haven’t been able to get this first...
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Hi, I'm having what is probably a conceptual problem with the terrain engine. If I wanted to generate terrain procedurally could I somehow create a RenderableMesh , and (for deferred rendering) a DeferredTerrainEffect, and assign the latter to the former? Moreover, since the geometry for terrains...
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This one is for John/Phillipe, Does using a sprite container for non-renderable effects (such as simply a diffuse map) provide any optimization? If one simply wishes to render a texture on the screen without material effects, is there an advantage to not using the basic sprite batch? Further, in a portion...
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[quote user="Tom"] Where did you get that model? [/quote] It's from the CryTek site. Perfect for testing lighting and rendering. Here a video of the ambient occlusion effect in action... If you want more insight, http://www.nelxon.com/954/horizon-based-ambient-occlusion-in-xna-4/ Oh and...
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Hi, I've implemented a quite basic shader that I'm loading as demonstrated in the Custom Effect sample. The goal is to render a simple Quad with two textures that are unlitted. I've developped the shader with Nick gravelyn's Shader Toy which uses a simple XNA Game viewport to render the...
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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...
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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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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...
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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...