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I'm trying to find some sort of gui system where I can popup the score when the player runs into a big prize or treasure and then the score popup dissappears. I know there is klenex..errr i mean Nuclex : http://nuclexframework.codeplex.com/ but i can't seem to make it work. it dunno what padding...
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topic: http://www.synapsegaming.com/forums/p/3455/21279.aspx#21279 This is a sample Triplanar effect based on: http://http.developer.nvidia.com/GPUGems3/gpugems3_ch01.html http://www.volumesoffun.com/polyvox/documentation/dokuwiki/hlsl_code_for_triplanar_texturing Changelog: 9/25 Added specular lighting...
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Here is a Triplanar DeferredSasEffect I implemented recently. http://www.synapsegaming.com/wikis/community_created_resources/triplanar-deferredsaseffect.aspx Currently it just implements diffuse and normal mapping. The normal mapping is a little off, I think it is using the wrong coordinate space when...
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Hi, I've tried out the emissive maps and they work great except they don't actually "glow", which is kind of necessary for my game. I've heard about using the HDR to make it more glowy, but I don't think that's quite the effect I'm looking for. The other method I've...
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Hi, I've implemented a quite basic shader that I'm loading as demonstrated in the Custom Effect sample. The goal is to render a simple Quad with two textures that are unlitted. I've developped the shader with Nick gravelyn's Shader Toy which uses a simple XNA Game viewport to render the...
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Hi guys, I'm getting stuck on this one and feel ashamed not moving on with such a simple thing. I got most of what implies making a Deferred Shader that uses all the great built in lighting, specular, depth SunBurn features but I can't get a result for a simple diffuse shader. Let me explain...
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This section discusses various ways to add custom forward rendered material effects to SunBurn. Custom Forward Rendered Effects SunBurn's forward rendered effects are rendered in multiple passes, building up the scene visually in several layers. This modular approach allows for automatic shadow and...
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The following is a list of all bindings and common semantics supported by SunBurn. Light arrays support up to 4 items, and bone arrays support up to 58 items. SunBurn Binding Description SCENELIGHTINGDIFFUSEMAP Bound to texture variable that requires the scene's automatic diffuse lighting during...
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This section discusses how to add custom deferred rendered material effects into SunBurn. Custom Deferred Rendered Effects Unlike forward rendering, SunBurn’s deferred rendering does not use multiple layered passes to build up the scene. Instead deferred rendered objects are only rendered twice...
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This section discusses how to add custom material effects to SunBurn using classes derived from the XNA Effect class. Custom Effect Classes Creating custom effect classes is another way to add custom effects into SunBurn. Though this method allows loading FX shaders that do not support SAS, it does have...