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Hi using sunburn version 2.0.18 pro and I am wanting to set up deffered rendering. I have looked through the forums on how to do this and found some good advice but many of the posts are from a few years ago and Im not seeing the available options in my version of sunburn. So the first step that I found...
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Hi Guys, I almost finished my server side coding for my morpg game, i'm now building client side and switched art styles to realistic instead of stylized (cartoonish). Here is the previous one: http://www.facebook.com/photo.php?fbid=298506403590269&set=pb.284874998286743.-2207520000.1356056883&type...
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Do the AO shaders from long in Sunburns past still work? I have a slight memory crunch and I think it might help with some of the texturing I'm doing if I can use these shaders. Thanks!
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Is there an easy way to get the reflection tech and translucency working? As well, reflections in general? They are not part of the stock shaders. Thank you!
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Hi i'm using the indie version of sunburn so i'm trying to make my own postprocessor but i'd like to use different layer and apply a postprocessor effect only in a specific layer so in the spritebatch to see behind the processed layer, draw a skybox for instance, i have to set the blend mode...
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Does anyone know why when I change textures dynamically (proc generated in the game code), when rendered, they are darker at a distance? I'm using DeferredObjectEffect.Clone to create an Effect to take the revised texture. Any thoughts? Only seems to happen on 360 build?
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Can SunBurn generate lightmaps at runtime (ie, as the level loads - in the loading screen) for use on a procedurally generated level?
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Hi All, I've just started getting back into XNA development using SunBurn, so I'm sure this bug is happening because of something dumb I'm doing, however I thought I'd ask in case someone can help me figure out what's going on. Here's a video of what's happening. http://www...
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In my game I've been making, I've run into a strange performance issue with the scene I've imported in. After doing a lot of testing, I've come here to ask for help. I'll try to describe everything I've done. The game is intended for the Xbox 360, so all framerates are based on...
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I brought up the rendering stats in the editor and the rendered polygon count was through the roof. It is an exact 7X the amount of triangles that are actually in the model. Thinking it was some kind of mistake I made I replaced my scene with a 12 triangle box and the render stats said it was 84 polygons...