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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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I am currently porting a game I had been working on into SunBurn and I am aiming to run it on the Windows Phone 7. I'm still in the early stages and I am setting up the default graphical preferences to use in sunburn but I wandered what people recommend I set them too for the mobile. I am using the...
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Hi, I'm using a single PointLight for my solar system (deferred) rendering which I'm setting the following way: this.sunLight = new PointLight() { Intensity = 0.8f, FillLight = false, ObjectType = SynapseGaming.LightingSystem.Core.ObjectType.Static, Position = this.World.Translation, Radius ...
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Hey, I'm having some issues with custom geometry. It casts shadows to world around, but it itself is completely invisisble. We create a mesh in code, using a vertex buffer, index buffer and vertex positionnormaltexture for our vertex type. CustomMesh FinalBall = new CustomMesh(VertexBuffer, IndexBuffer...
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G'day, I figured out earlier how to get a shader running through sunburn. But the enviroment map shader behaves diferently in suburn, and I do not understand why. Here is the shader rendered outside sunburn: http://imgur.com/R9oYS&FOxzFl&brvod&JFq65 Here is the shader Rendered inside...
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Well first of all I love the updates you guys keep making to sunburn. Really great work. I am however having a little trouble with the shadow quality in my game. Its so bad that I think it would look better without them currently. Now I know its something im doing because in all the samples the shadows...
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Hi Mike, The default shadow resolution and directional level of detail provides the best balance of visual quality and performance in average scenes, but control over these is exposed so you can also adjust them to better fit your game. The ShadowMapManager properties that help tune the shadows are:...