3
votes
0answers
99 views

Combining Effects

To be able to work efficiently with effects, isn't there a "good" way to combine multiple effects so that one effect handles stuff like "Multi texturing" and another controls the value like Ambient ...
1
vote
2answers
138 views

HLSL Multitexturing with more than 4 textures

I've come up with an idea that should work in multitexturing a terrain with more than 4 textures, up to a 64 if a supported ShaderModel is used. I'm trying to use the RGBA color values as both values ...
1
vote
0answers
101 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 ...
0
votes
0answers
99 views

HLSL Triplanar texturing and multi texturing performance

I'm stuck for my terrain rendering shader code for DX9. I'm looking to implement triplanar texturing, a texture atlas, and blending between different textures. Right now it's working. The problem is ...
2
votes
1answer
96 views

Switching to a vertex shader

TL;DR I need to switch from a vertex array passed to the pixel shader with a real vertex shader approach. In my prototype, the terrain is procedurally generated and I have the following result: ...
0
votes
2answers
76 views

The saturate function is not working in my pixel shader

I wrote a pixel shader for my game and when I tried to compile it an error occurred: ID3DXEffectCompiler::CompileEffect: There was an error compiling expression When I removed all the saturate ...
0
votes
2answers
103 views

How to implement input-texture limited alphablending of 2 textures with HLSL?

I try to implement a HLSL shader the does the normal Alphablend with premultiplied colors (just as XNA4 does) but depending on some existing colors. One can think of adding a glow to a 2D terrain ...
0
votes
1answer
138 views

XNA 3D custom shader/effect gives shakey rendering in the distance

I am rendering a simple flat plane + texture to use as the floor for a game. I'm rendering it using a custom effect I've written. The problem I have is that the ground in the distance gets a bit ...
0
votes
2answers
319 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 ...
3
votes
1answer
164 views

Why are some objects not rendering properly?

Here's a button I exported from Blender into a .x format: Now here it is in the game with BasicEffect applied to everything: And now with my custom shader: And there's the problem. While the ...
6
votes
1answer
124 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 ...
5
votes
1answer
253 views

Changing water color based on depth

I'm looking to make a water shader that colors the water based on its depth. Up until now my water shader that I've used has basically been extremely reflective and only looked somewhat blue because ...
1
vote
0answers
190 views

How to simulate objects floating on water without a physics engine?

In my game the water movement is done in a shader using Gerstner equations. The water movement looks realistic enough for a school project but I encounter serious problem when I wanted to do sailing ...
4
votes
2answers
354 views

Rain drops on screen

I am trying to make simple rain drop effect on screen.Something like this http://fc00.deviantart.net/fs20/f/2007/302/5/6/Rain_drops_by_rockraikar.png My idea is to: Create small drop shaped normal ...
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 ...
13
votes
2answers
1k views

Best way to mask 2D sprites in XNA?

I currently am trying to mask some sprites. Rather than explaining it in words, I've made up some example pictures: The area to mask (in white) Now, the red sprite that needs to be cropped. The ...
2
votes
1answer
130 views

Why is my shadowmap all white?

I was trying out a shadowmap. But all my shadow is white. I think there is some problem with my homogeneous component. Can anybody help me? The rest of my code is written in xna Here is the hlsl code ...
1
vote
0answers
171 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
105 views

HLSL problem with divide by homogeneous component

When I try to divide my position.z by my position.w in HLSL I get as result always 1.0f or higher. Is this a common problem for some reason? When I divide my position.x or y by the w this works fine. ...
4
votes
1answer
244 views

A Quick HLSL Question (How to modify some HLSL code)

Thanks for wanting to help! I'm trying to create a circular, repeating ring (that moves outward) on a texture. I've achieved this, to a degree, with the following code: float distance = ...
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 ...
0
votes
1answer
334 views

Shadows shimmer when camera moves

I've implemented shadow maps in my simple block engine as an exercise. I'm using one directional light and using the view volume to create the shadow matrices. I'm experiencing some problems with the ...
1
vote
1answer
400 views

how to modify shadow mapping in “3D Graphics with XNA Game Studio 4.0”?

So I've been following the tutorials from the book Sean James's "3D Graphics with XNA Game Studio 4.0", and have been doing fine until i reached the shadow mapping part. in this book it creates point ...
0
votes
2answers
475 views

how to make HLSL effect just for lighning without texture mapping?

I'm new to XNA, i created an effect and just want to use lightning but in default effect that XNA create we should do texture mapping or the model appears 'RED', because of this lines of code in the ...
0
votes
1answer
212 views

Sampler referencing in HLSL - Sampler parameter must come from a literal expression

The following method works fine when referencing a sampler in HLSL float3 P = lightScreenPos; sampler ShadowSampler = DPFrontShadowSampler; float depth; if (alpha >= 0.5f) { // Reference ...
1
vote
0answers
254 views

XNA HLSL: Skinned Model Deforming Wrong

I am creating a basic XNA recreation of Minecraft. My current problem is that my "Steve" model, which is skinned with an armature using vertex groups to deform, is showing up disfigured beyond all ...
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 ...
1
vote
1answer
564 views

2D Mask antialiasing in xna hlsl

I have two texture2d , one of these is a mask texture and have 2kind color and i use that for mask (filter) second texture2D something like float4 tex = tex2D(sprite, texCoord); float4 bitMask ...
2
votes
1answer
400 views

Help understanding HLSL - newbie questions

Just starting out with HLSL, please bare with me :) There are times I'm a little confused by the syntax for instance in the pixel shader of an example I am following we have the following input and ...
1
vote
1answer
238 views

Write alpha channel into SurfaceFormat.Single rendertarget in XNA/HLSL

I need to initialize a rendertarget ('SurfaceFormat.Single' format) drawing sprites into it. I would like the alpha channel of the sprite to be written into the rendertarget, so that regardless of ...
4
votes
2answers
634 views

XNA 4.0 - Normal mapping shader - strange texture artifacts

I recently started using custom shader. Shader can do diffuse and specular lighting and normal mapping. But normal mapping is causing really ugly artifacts (some sort of pixeling noise) for textures ...
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 - ...
7
votes
2answers
973 views

HLSL - Creating Shadows in 2D

The way that I create shadows is by the following technique: http://www.catalinzima.com/2010/07/my-technique-for-the-shader-based-dynamic-2d-shadows/ But I have questions to HLSL. The way that I ...
2
votes
1answer
518 views

Can you store negative numbers with XNA HLSL?

I am trying to make a ripple effect with a HLSL shader, it works so far but I need to output negative numbers and that won't work for the calculations. Is there some way to do this with the ...
4
votes
2answers
269 views

Is it possible in HLSL to use bitfields?

I have in memory a representation of my 2d GameMap (think of a Scorched Earth like landscape). The map is made up of MapElements, a MapElement is made up of 64 bits defined like struct MapElement { ...
1
vote
1answer
1k views

Problem with HLSL :TextureCoordinate0 is missing

I'm trying to create a very simple game, and am working with HLSL. I got this error in my draw method: The current vertex declaration does not include all the elements required by the current ...
0
votes
1answer
509 views

CG/CGFX to GLSL

So, I'm making the painful move from my beloved XNA to OpenTK, and I'm stuck: Since I've got a LOT of existing shaders written in HLSL, NVidia's CG compiler seems like a natural way to minimize the ...
1
vote
1answer
292 views

Writing to multiple RenderTarget2D's from HLSL shader

I need to write to two render targets: one for colour and another for depth+normal (for post-processing). I have a problem, though. Both targets seem to be getting the value output by COLOR0, while ...
2
votes
2answers
325 views

How would I create an HLSL effect like an animated “working” image?

I want to create the effect in the image in HLSL specifically get a block of pixels to move from a specified start point to an end point, so that it can go across the entire screen, but I don't have a ...
3
votes
1answer
519 views

Shadow-mapping xna

I've been trying to implement shadows in my game and I've been following quite a few tutorials online, mainly Riemers, but I'm always getting the same 2 errors when I'm drawing my models and setting ...
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
174 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 ...
2
votes
0answers
372 views

3D Studio Max Models and Shaders to XNA

I am looking for a way to import my 3D models, including materials and shaders to from 3D Studio Max to XNA. For example, if I have a model, with diffuse, bump, reflection textures and values (in ...
2
votes
1answer
1k views

Some assistance with selective 2D Bloom in XNA

I'm in need of some assistance, as I've been at this for 2 days now and have gotten almost nowhere. I'm trying to use the XNA Bloom sample's component to apply bloom only to my UI text. (The only ...
3
votes
2answers
229 views

Fire range arc behind buildings

need some help with HLSL. Each charater in my game shows a fire range arc (which is a textured model) which show how far the guy can shoot, see It looks ok, but I hate the fact that it shows even ...
0
votes
1answer
589 views

Some help understanding and modifying a 2D shader

I have a similar question as the one posed here, except that I don't wish to use a 1D Color Palette. I simply wish to have it display 1 color of my choosing (red, for example). I plan to use this ...
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
545 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 ...

1 2