Showing related tags and posts across the entire site.
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Hey all. I have a healthbar that I render using a pixel shader. It used to look fine. It's a circle shape like so: But all of a sudden i have strange artifacts in another level. I will post 3 pictures: This pictureabove shows weird shadows i am getting when i first enter the level. This picture shows...
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Can SunBurn generate lightmaps at runtime (ie, as the level loads - in the loading screen) for use on a procedurally generated level?
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I am currently porting a game I had been working on into SunBurn and I am aiming to run it on the Windows Phone 7. I'm still in the early stages and I am setting up the default graphical preferences to use in sunburn but I wandered what people recommend I set them too for the mobile. I am using the...
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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...
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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...
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Hi, I'm using a single PointLight for my solar system (deferred) rendering which I'm setting the following way: this.sunLight = new PointLight() { Intensity = 0.8f, FillLight = false, ObjectType = SynapseGaming.LightingSystem.Core.ObjectType.Static, Position = this.World.Translation, Radius ...
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Environment Editing The Environmental Tab allows customization of effects such as fog, viewing distance for models, as well as shadows, and HDR. Fog Enable/Disable: Toggles the fog effect. Fog Color: Controls the fog's color using a real-time color picker. Fog Start Distance: Determines the distance...
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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...
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Hey all. I have a healthbar that I render using a pixel shader. It used to look fine. It's a circle shape like so: But all of a sudden i have strange artifacts in another level. I will post 3 pictures: This pictureabove shows weird shadows i am getting when i first enter the level. This picture shows...
-
Can SunBurn generate lightmaps at runtime (ie, as the level loads - in the loading screen) for use on a procedurally generated level?
-
I am currently porting a game I had been working on into SunBurn and I am aiming to run it on the Windows Phone 7. I'm still in the early stages and I am setting up the default graphical preferences to use in sunburn but I wandered what people recommend I set them too for the mobile. I am using the...
-
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...
-
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...
-
Hi, I'm using a single PointLight for my solar system (deferred) rendering which I'm setting the following way: this.sunLight = new PointLight() { Intensity = 0.8f, FillLight = false, ObjectType = SynapseGaming.LightingSystem.Core.ObjectType.Static, Position = this.World.Translation, Radius ...
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Environment Editing The Environmental Tab allows customization of effects such as fog, viewing distance for models, as well as shadows, and HDR. Fog Enable/Disable: Toggles the fog effect. Fog Color: Controls the fog's color using a real-time color picker. Fog Start Distance: Determines the distance...
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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...