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Hi I'm trying to (properly) adjust diffuse and (possibly) normal textures on the fly in my latest game effort http://www.youtube.com/watch?v=mWuAUXJogD8 so that I can animate surfaces and vary the look of repeated object rendering. Can someone point me towards an example or perhaps post an answer...
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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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I am working on a custom effect which uses a texture to displace vertices for terrain. The effect is largely based on the deferred custom effect wobble, except I am using a tex2dlod to access a single format texture for the terrain height values. The effect works on a Geforce 9400m and a Geforce 260...
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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've managed to get a cube map rendering outside of sunburn onto a sphere. Now I want that sphere to cast shadows as well as be cube mapped. But I am stumped, and I am using deferred lighting. Currently I have 3 stages for rendering my cube map: Generate the map. I do this by rendering...
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Robot model with non HDR with the huffs phenomenon in realtime
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G'day, I read some good info at http://www.synapsegaming.com/forums/p/647/2717.aspx#2717 But we still have some questions. We have a park scene with buildings, trees, stuff etc.... This one FBX has a pile of textures it links to. Should these textures be embedded or somehow merged into on big jpg...
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Dear team Purchasing Sunburn was one of the best things I've done in a while. The results I'm getting for my XNA projects are (for me) breath taking. This feature may be in the product roadmap, but if not... After reading several forum threads surrounding semi-transparent blended (rather than...
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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...