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So I have need of both instancing and tinting. I can see how instancing is done by copying the geometry into large buffers. I can see how tinting is done by changing the diffuse or emissive color of the material. But it seems to me that if you were to need different tints for each instance, you can't...
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I have some instanced skinned models. I would to know if it is possible to use Sunburn's lighting/shadows on them via custom effects. I read that I should be able to configure the models to use sunburn lighting by converting their material to my shader. The problem is that the skinned instancing...
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Hey, We are trying to get instancing working with sunburn deferred lighting. But when we run this on Xbox, we get the error: An unhandled exception of type 'Microsoft.Xna.Framework.Graphics.DriverInternalErrorException' occurred in Microsoft.Xna.Framework.dll Additional information: The driver...
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I have a model that is 2000 tris. I need 50 of these identical objects to show up onscreen. I can easily create a new scene file with the 50 copies as individual objects within one .fbx file. I'd like to know if it is better on rendering performance if the 50 were instances. I know it would be on...
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I'd like to apologize in advance, this post overlaps a bit with my latest reply. However, in some ways this is a separate issue - the workings of the forward and deferred rendering systems in the new Sunburn shader version. I've changed the definitions from forward to deferred, which worked in...