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  • Object popping in and out of view problem.

    Hi All, I've just started getting back into XNA development using SunBurn, so I'm sure this bug is happening because of something dumb I'm doing, however I thought I'd ask in case someone can help me figure out what's going on. Here's a video of what's happening. http://www...
    Posted to Using SunBurn by Kristafer Vale on 09-09-2010
  • Xbox LIVE Avatars

    This section covers how to use SunBurn’s built-in Xbox LIVE avatar support. Xbox LIVE avatars SunBurn has complete support for Xbox LIVE avatars, including both the default and custom avatar animations. Everything necessary for avatar support is already contained in all SunBurn examples, starter...
    Posted to How-To Guides by JohnK "bobthecbuilder" on 06-23-2010
    Filed under: avatars, deferred, fog, forward, integration, lighting, shadows
  • Power Station (Forward)

    This article talks briefly about some of the performance hurtles we ran into on the Xbox while developing the original Power Station example (forward rendered), and how we solved them. Power Station Development While working on the Power Station example we noticed performance on the Xbox was falling...
    Posted to How-To Guides by JohnK (WorkingOnTheSite) on 06-23-2010
    Filed under: forward, optimizations, performance
  • Effect Types

    This section discusses SunBurn's various effects, which provide materials, lighting, shadows, and fog. Effect Types SunBurn contains several built-in effects, which are used to apply materials, lighting, shadows, and fog to objects in the scene. These effects fall into two categories: material effects...
    Posted to How-To Guides by JohnK "bobthecbuilder" on 06-23-2010
    Filed under: classes, deferred, effects, forward, materials
  • Effects and Materials

    This section discusses the relationship between SunBurn material files and effects. Effects and Materials SunBurn contains many different effects, which are used to apply materials, lighting, shadows, and fog to objects in the scene. These effects fall into two categories: material effects, and non-material...
    Posted to How-To Guides by JohnK "bobthecbuilder" on 06-23-2010
    Filed under: classes, deferred, effects, forward, materials
  • Forward Rendered

    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...
    Posted to How-To Guides by JohnK "bobthecbuilder" on 06-22-2010
    Filed under: custom effects, effects, forward, shaders, skinning, variance
  • 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
  • Which is the best example?

    Hy I am just beginning to adapt my game engine to the Sunburn rendering system. But after having a shallow look over the different samples and the documentation I am a little bit confused. There seem to be two rendering modes forward and deffered. From the experiance with my own rendering system I would...
    Posted to Using SunBurn by helmers on 08-28-2009
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