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  • popup score

    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...
    Posted to Using SunBurn (Forum) by awethem on 11-30-2012
  • Unable to retrieve the ambient light color in my shader

    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...
    Posted to Using SunBurn (Forum) by Aaron Benzel on 03-17-2012
  • terrain engine and procedural content

    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...
    Posted to Using SunBurn (Forum) by jmkinzer on 10-17-2011
  • Question Re: Sprite Containers

    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...
    Posted to Using SunBurn (Forum) by JoeGrouch on 06-05-2011
  • Re: Share what you are working on

    [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...
    Posted to Using SunBurn (Forum) by Nelxon on 02-07-2011
  • Custom Forward Shader an AlphaBlend

    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...
    Posted to Using SunBurn (Forum) by Philippe Da Silva on 09-16-2010
  • 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 CJ Bailey 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
  • 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
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