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  • Easiest Way to get a Floor object Reflecting?

    Quick help. I'm just an artist but I can cut and paste code pretty well! My floor currently has a color map, normal map, and spec map on it. It doesn't cast shadows (because nothing is below the floor) but recieves them. If I wanted to get my "floor" object reflecting what would I do...
    Posted to Using SunBurn (Forum) by FrontlineFire on 06-28-2012
  • 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
  • Sunburn 2.0 - Rendering a dynamic object

    Hey, I am back to updating Twars to the new sunburn and xna 4.0 and have hit a snag. I can't figure out how to properly submit my dynamic quad terrain to sunburn to be rendered. In the old version of sunburn I used : rendermanager.SubmitRenderableObject(bounds, TerrainShader, allIBs[i], allVBs[i...
    Posted to Using SunBurn (Forum) by Travon Santerre on 03-10-2011
  • Basics of Generated Geometry

    Hello, I've been searching through the forums and experimenting with various aspects of Sunburn. I've read a few posts on using generated geometry for terrains. Unfortunately, I have failed miserably at rendering generated geometry. I figured I would start out with the basics and render 3d primitives...
    Posted to Using SunBurn (Forum) by Malkindy on 09-29-2010
  • Rendering Emitted Light

    How is a effect like this obtained: http://www.synapsegaming.com/images/games/20Studios-Blast.jpg The light being emitted by the ball is rendered. Is that light actually part of the ball model? Or is there a way using Sunburn to have light be rendered?
    Posted to Using SunBurn (Forum) by khayman218 on 09-01-2010
  • Driver unexpected error on begin() using deferred and instancing

    Hey, We are trying to get instancing working with sunburn deferred lighting. But when we run this on Xbox, we get the error: An unhandled exception of type 'Microsoft.Xna.Framework.Graphics.DriverInternalErrorException' occurred in Microsoft.Xna.Framework.dll Additional information: The driver...
    Posted to Using SunBurn (Forum) by 2.0 Studios on 08-18-2010
  • 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
  • Determining SceneObject visibility and DPSF particles

    Hi all, I'm moving on in my project and I am now hitting a huge performance issue with the way I implemented particles (using DPSF) in my SunBurn based project. It seems that ParticleSystems in DPSF do not check their visibility against the View Frustrum and therefore update and render themselves...
    Posted to Using SunBurn (Forum) by Philippe Da Silva on 03-31-2010
  • Editor crash due to SceneState?

    Hi, Whenever I start my game, it seems to run quite fine. Upon opening the editor, it crashes. I've crunched through a number of solutions and bugs with answers from this forum, mainly in unloading and reloading content, managers and render targets. But this one line has me stumped. g_GameManager...
    Posted to Using SunBurn (Forum) by 2.0 Studios on 03-03-2010
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