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  • My Custom Geometry is invisible, but casts shadows.

    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...
    Posted to Using SunBurn by 2.0 Studios on 02-26-2010
  • Cubemapping/Shaders and Sunburn Rendering

    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...
    Posted to Using SunBurn by 2.0 Studios on 02-19-2010
  • Instancing with deferred effects and custom meshes

    Is there a way to use instancing with deferred effects and scene objects? I am having some difficulties converting the example, which uses forward rendering; it could be that I use a (simple) custom mesh and a custom POM shader. If not, are there good ways to optimize the repetition of large numbers...
    Posted to Using SunBurn by style88 on 01-18-2010
  • SkinnedModel Deferred

    Hi all, I'm trying to convert the skinned model example (downloaded from this site) from forward rendering to deferred rendering to integrate it in our engine. When I run I get the following error: System.Exception was unhandled Message="Deferred rendering does not support non-deferred effects...
    Posted to Using SunBurn by Wim Vancoillie on 01-11-2010