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  • a bunch of questions

    Hi to all, i have some question. i use sgmotion and i'd like to have a character with one skeleton only and be capable of walking, running, jumping with the lower body and at the same time hold a gun, shoot, swing a sword with the upper body. in an old project i've managed to achieve my purpose...
    Posted to Using SunBurn by Vittorio Messina on 03-10-2013
  • Lighting Question

    Hi Guys, I almost finished my server side coding for my morpg game, i'm now building client side and switched art styles to realistic instead of stylized (cartoonish). Here is the previous one: http://www.facebook.com/photo.php?fbid=298506403590269&set=pb.284874998286743.-2207520000.1356056883&type...
    Posted to Using SunBurn by Sehlor on 12-20-2012
  • Creating new instance of LightingEffect takes 1 seconds on my machine.

    Guys, I am not sure if it's my machine or I am hitting on some known issue but creating a new instance of LightingEffect (Forward Rendering) takes about 1 second. var result = new LightingEffect(SunBurnCoreSystem.Instance.GraphicsDeviceManager.GraphicsDevice) { DiffuseColor = Vector3.Zero, SpecularAmount...
    Posted to Using SunBurn by Raccoon on 08-15-2012
  • Re: Dynamic Lights Issue

    I reduced the total number of lights running for now until we get the DEFERRED rendering all wired up. This fixed both the light on/off problem and the light intensity issues. Thanks so much for your help! Scott
    Posted to Using SunBurn by Scott LaForge on 03-25-2012
  • Re: Dynamic Lights Issue

    Thanks, Philippe! I think one of our other programmers is working on changing the pre processor commands as we speak to DEFERRED. The lights being affected are spotlights. I will keep you posted. Scott
    Posted to Using SunBurn by Scott LaForge on 03-25-2012
  • 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
  • Shadow Customization

    This section discusses how to customize SunBurn’s built-in shadows. Overview SunBurn exposes its modular shadow architecture to provide control over how shadows are stored and generated. Most notably this allows: Customizing how shadow maps are generated Implementing custom shadow map managers...
    Posted to How-To Guides by JohnK "bobthecbuilder" on 06-23-2010
    Filed under: lighting, optimizations, performance, shadows
  • Light Editing

    Light Editing 1 Light Basics SunBurn lights are organized in the following manner: Light Rigs Light Groups Lights Each LightRig tree item represents a light rig file loaded by the game. LightRigs contain any number of Light Groups, which in turn contain the actual Lights. The organization of rigs, groups...
    Posted to How-To Guides by Ross "FiveSidedBarrel" on 06-03-2010
    Filed under: editor, getting started, lighting
  • Lights and Environment

    This section covers the built-in light and environment classes as well as creating custom light and environment classes. Light and Environment Classes The SunBurn light and environment classes are used to setup scene visuals such as lighting, fog, HDR, and visible range. Light objects are submitted to...
    Posted to How-To Guides by JohnK (WorkingOnTheSite) on 02-03-2009
    Filed under: classes, getting started, interfaces, lighting
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