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Hello, I need some help with saving and writing to materials. Well, I am trying to create a normal map plugin and that's the code I got so far: private void EditorSceneObjectContextMenuItemClick(SunBurnEditor editor) { foreach (object obj in editor.SelectedObjects) { if (!(obj is BaseMaterialEffect...
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Hi guys, I am having problems getting the texture of my skinned model to look right. My model is just a simple boxy human. It has a 64x64 pixel texture: It is a 24 bit PNG file. Now when I tried loading the model using sgMotion (plus making sure Point sampling is on), I get some weird artifacts on my...
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I've run into a strange occurrence on a billboard I'm using on a 3D model with the texture alpha. I wanted to post to see if anyone had any ideas. Note the black outlines apparent on certain portions of the transparent alpha. Additionally, the card appears to have a black outline on the unclipped...
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Hi, I tried to write an Ocean Shader in Sunburn, and now I am almost finished, but I want to manipulate certain shader variables in the editor. For example the WaveDir0, which indicates the direction of the first wave: float2 WaveDir0 = float2(-1,0); Now I added a line to the mat file: WaveDir0: -1.0...
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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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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 John, I would like to know if you had this use case in mind when designing 2d rendering with SunBurn where a developer could use this to render some text using SpriteFonts? If so, how would you advice us to move on? Thanks ;) Philippe
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Robot model with non HDR with the huffs phenomenon in realtime
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I'm having a little trouble implementing parallax occlusion mapping through the text editor. Basically, I need to alter the shader itself in order to implement the silhouette rendering. However, I need to understand how to implement the shader and how it works before I can do this. I apologize in...
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I use .tga files for most of my textures but they just show up with the "No Texture" image in the Texture panel. Is that normal? I see they still work since I can drag/drop them and they get applied properly. Also can I suggest changing the color picker functionality from double click to a...