Tagged Questions
1
vote
0answers
104 views
tex2dlod and tex2d giving different values [closed]
I've been having trouble with vertex texture fetch for a terrain system I am implementing. I'm using C++/DirectX9.
I have already implemented exactly what I want as a prototype in C#/XNA and now ...
1
vote
0answers
114 views
How to achieve supersampling / anti-aliasing in pixel shaders?
I am trying to write a couple pixel shaders to apply to images similar to Photoshop effects. For example this effect: ...
0
votes
2answers
333 views
HLSL shader optimization [closed]
The following HLSL shader (without preprocessing) results in 65 arithmetic operations (see below). Can the same effect achieved with <=64 operations?
// Center of "light"
float x;
float y;
// ...
1
vote
1answer
178 views
MultiTexturing by neighbouring points textures
Visual example:
I've been trying to understand multitexturing for a while now, I've created a terrain generator but have no need for height just yet and I still want one texture to blend over to ...
6
votes
1answer
125 views
XNA Deferred + Forward, Depth Problem?
Im working with my deferred engine in XNA 4.0 and Im combining it with a forwardpipeline to support semi-transparency and other "forward only" effects.
Let me describe what I do:
Render GBuffer ...
1
vote
2answers
307 views
HLSL Pixel Shader that does palette swap
I have implemented a simple pixel shader which can replace a particular colour in a sprite with another colour.
It looks something like this:
sampler input : register(s0);
float4 ...
1
vote
1answer
186 views
XNA Shader Texture Memory
I was wondering about texture optimization in XNA 4.0.
Will the the contentmanager send the texturedata to the GPU directly when the texture gets loaded or do I send the texture data to the GPU when ...
1
vote
0answers
173 views
Outline Shader Effect for Orthogonal Geometry in XNA
I just recently started learning the art of shading, but I can't give an outline width to 2D, concave geometry when restrained to a single vertex/pixel shader technique (thanks to XNA).
the shape I ...
0
votes
1answer
104 views
how to create texture for modelmesh?
Is there a possibiltiy to create a texture from a meshpart in xna. By getting a flat version of the mesh. So I can create a texture for it and edit that texture(via rendertarget)? I need to get the ...
2
votes
0answers
1k views
Why is my deferred lighting implementation so expensive?
I've implemented deferred lighting and I tried to put about 20-26 lights on the viewable space of my map, and it brings down the FPS from 61 to 28-31. It also makes my VGA temperature to go from 68°C ...
2
votes
1answer
385 views
Using SurfaceFormat.Single and HLSL for GPGPU with XNA
I'm trying to implement a so-called ping-pong technique in XNA; you basically have two RenderTarget2D A and B and at each iteration you use one as texture and the other as target - and vice versa - ...
2
votes
1answer
205 views
Shader and Custom Vertex Format Errors
I am creating an editor of sorts that allow you to create 3D voxel models. I just got started and have ran into a few errors. Here is what it is producing:
I think the problem has to do with the ...
1
vote
2answers
175 views
How (if possible) would I change the BasicEffect Matrix mid draw
Say, for example, I have a list of enemies. Each enemy is a textured quad which is the stored in a singular shared VertexBuffer and IndexBuffer with the buffer usage set to BufferUsage.WriteOnly ...
1
vote
1answer
631 views
How to set TextureFilter to Point to make example Bloom filter work?
I have simple app that renders some particles and now I am trying to apply the bloom shader from the xna samplers ( http://create.msdn.com/en-US/education/catalog/sample/bloom ) to it, but I am ...
2
votes
1answer
392 views
tiled map - changing textures? (XNA HLSL)
I have successfully created a tiled map of various textures. Right now, i had a Vector4 in my own custom Vertex declaration deciding what texture each of the tiles should be. This is working ...
1
vote
1answer
547 views
Rendering fancy particles?
I'm making a tower-defense game for Windows (not phone) in XNA.
I've seen this video of another tower-defense game for Windows Phone that uses particle effects, which I really like. They change ...
9
votes
1answer
2k views
Wave ripple effect?
I've been working on a tower-defense game for some time now, and so far I am really satisfied with the results. However, there's one thing I'd like to add.
I've seen a video of GeoDefense for Windows ...
5
votes
1answer
586 views
Perlin noise - copying the algorithm on the CPU?
I have successfully made a Perlin noise algorithm on the GPU. It works as expected, and generates great results. Now, as part of the physics calculations in my game, I need to replicate the exact same ...
6
votes
2answers
293 views
Does it make sense to include an index for linelists?
Does it make sense to include an index by using DrawIndexedPrimitives, when using linelists performance wise? I could imagine it would be easy for the GPU to generate such indexes anyway.
3
votes
1answer
145 views
Instancing with empty data, or varying vertex counts?
I am new to game development, having only developed a few games before, in 2D space, but with 3D rendering.
I have implemented instancing before, but this is only my 2nd time doing it. I have a ...
4
votes
2answers
495 views
Rendering everything with a shader when only squares are needed?
I am building a game that is tile-based (filled with glowy vector squares). Right now, I am considering using instancing for drawing these, but I would like to know if there is a faster approach.
The ...
2
votes
2answers
602 views
Compatibility between DirectX 9 and DirectX 10 shaders
I am a beginner to game development and as I am used to programming in C# I decided to go for XNA. I've been playing around with it for a while and now I am learning the basics of HLSL shaders, I have ...
4
votes
2answers
1k views
C# XNA - Sky Sphere Question
I have been banging my head against the wall trying to get a sky sphere to work appropriately in XNA 4.0. I have the sphere loading correctly, and even textured, but i would like something a little ...