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  • Looking for Tutorial on creating a cube using vertex & index buffers USING SUNBURN

    Hi guys, Can anybody please point me to a tutorial on rendering a custom cube using vertex & index buffers using SunBurn? I am currently having trouble trying to "convert" the Creator's Club cube primitive rendering code for use in SunBurn. I instantiated a SceneObject for the vertex...
    Posted to Using SunBurn by turontooter on 09-11-2011
  • Runtime Lightmapping of Procedurally Created Levels

    Can SunBurn generate lightmaps at runtime (ie, as the level loads - in the loading screen) for use on a procedurally generated level?
    Posted to Using SunBurn by turontooter on 06-16-2011
  • Custom Geometry

    This section covers the type of data SunBurn’s built-in render managers and materials expect custom geometry to provide. Geometry Custom geometry can be used in SunBurn by placing the data into a vertex buffer (and optionally an index buffer), and passing the buffer into a new SceneObject using...
    Posted to How-To Guides by JohnK "bobthecbuilder" on 03-14-2011
    Filed under: custom geometry, vertex elements
  • Basics of Generated Geometry

    Hello, I've been searching through the forums and experimenting with various aspects of Sunburn. I've read a few posts on using generated geometry for terrains. Unfortunately, I have failed miserably at rendering generated geometry. I figured I would start out with the basics and render 3d primitives...
    Posted to Using SunBurn by Malkindy on 09-29-2010
  • Applying a sunburn material effect to game-generated geometry?

    Would it be possible to apply a Sunburn to game-generated geometry? I would also like to incorporate it in the sunburn a similar manner to loaded geometry. I'm essentially trying to render a triangle, then apply an effect to it which is stored in a sunburn .mat file. Once again, I'd like to thank...
    Posted to Using SunBurn by style88 on 08-06-2010
  • Force no lighting on SceneObject Deferred

    Hi all, I am cleaning up my code so that everything is part of the SunBurn rendering system (I had some quads rendering after the SceneInterface Render() call using some Depth tricks to achieve the expected result) and in order to do so, it would require these SceneObjects to avoid applying the Lights...
    Posted to Using SunBurn by Philippe Da Silva on 06-17-2010
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