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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...