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 ...
2
votes
1answer
122 views

Pixel Shader gradient problems

I have pretty much zero experience working with shaders as my first couple phone games were just 2d games that didn't use any sort of shaders. Now I'm working on a PC game that has a day and night ...
0
votes
0answers
102 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 ...
0
votes
0answers
56 views

How calculate distance for fog effect model in xna?

I struggled for some time to add a fog effect in my xna games. I'm working with a custom shader effect in a file (. Fx). The "PixelShaderFunction" works without error. But the problem is that all my ...
-4
votes
1answer
77 views

My 2d Shader in XNA falls apart the second I put it into Farseer [closed]

I wrote a simple light shader that I tested in a simple 2d spaceship shooter and it worked fine. Once I imported it into my friend's farseer project with rotatable shapes, it doesn't seem to work ...
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: ...
2
votes
0answers
223 views

Loading custom shader in Monogame

I have been trying to load this custom FX file into a Monogame project, and everything I try fails. (code taken from http://www.david-gouveia.com/scrolling-textures-with-zoom-and-rotation/) sampler ...
1
vote
3answers
540 views

Methods of procedural terrain generation that can work using DirectX 9 (SM2.0)?

I'm working on a simple game / fun project that I want to be largely procedurally generated. At first I started by using boxels (Similar to Minecraft, but not textured) for the terrain and it came out ...
1
vote
0answers
84 views

BasicEffect and SkinnedEffect treating WorldViewProj differently?

I made a ModelBatch class that batches and draw rigged/unanimated and skinned/animated models. For now, BasicEffect is assigned to rigged models (XNA Model Processor) and SkinnedEffect is assigned to ...
0
votes
2answers
105 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
139 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 ...
8
votes
1answer
228 views

Curious Transparent Holes Render Artifact

So I'm trying to implement "smooth" terrain in my block engine by giving each surface block a heightmap. Basically, what I do to generate these "heightmaps" for each block is I generate the heights ...
0
votes
0answers
72 views

Shader execution stops in vertex shader before pixel shader

I’m trying to store the depth information of model in XNA from the lights point of view. The model renders fine using a normal shader. This is the shader code float4x4 xShadowMapLight; ///DEPTH ...
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 ...
5
votes
1answer
261 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
161 views

How do I make a more or less realistic water surface?

I want to make a similar water surface like in this picture: http://www.publicdomainpictures.net/pictures/20000/velka/water-surface-detail-11291208064MpI.jpg I need the water surface in the same view ...
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
1answer
211 views

assigning values to shader parameters in the XNA content pipeline

I have tried creating a simple content processor that assigns the custom effect I created to models instead of the default BasicEffect. [ContentProcessor(DisplayName = "Shadow Mapping Model")] public ...
3
votes
1answer
466 views

Monogame/SharpDX - Shader parameters missing

I am currently working on a simple game that I am building in Windows 8 using MonoGame (develop3d). I am using some shader code from a tutorial (made by Charles Humphrey) and having an issue ...
5
votes
2answers
629 views

How can I acheive a smooth 2D lighting effect?

I'm making a tile based game in XNA. So currently my lightning looks like this: How can I get it to look like this? Instead of each block having its own tint, it has a smooth overlay. I'm assuming ...
1
vote
1answer
925 views

How to make 2D water like in this video?

I wanna make water and waves for my little 2D PC game like in this video: http://www.youtube.com/watch?v=ooU6cTeirlQ I don't know how to write a similar shader. Does anybody know how to write a ...
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 ...
5
votes
3answers
418 views

XNA shader compiler error in release mode

I'm having a hard time figuring out if I'm doing something wrong, or if there is a bug with Visual Studio. I want to pass a float into my pixel shader, clamp it to a value, and then return it as part ...
1
vote
1answer
402 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
1answer
168 views

Drawing at negative coordinates in XNA?

I am trying to make a 2D isometric RPG and I kind of hit a wall when it comes to lighting. I was thinking of using shaders, if I manage to understand them.The problem I am anticipating is the presence ...
4
votes
2answers
643 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 ...
0
votes
1answer
376 views

Does anybody know of any resources to achieve this particular “2.5D” isometric engine effect?

I understand this is a little vague, but I was hoping somebody might be able to describe a high-level workflow or link to a resource to be able to achieve a specific isometric "2.5D" tile engine ...
2
votes
1answer
851 views

Drawing simple geometric figures with DrawUserPrimitives?

I'm trying to draw a simple triangle based on an array of vertex. I've been searching for a tutorial and I found a simple example on riemers but I couldn't get it to work. I think it was made for XNA ...
1
vote
1answer
679 views

How can I implement 2D cel shading in XNA?

So I was just wondering on how to give a scene I am rendering a hand drawn look (like say Crayon Physics). I don't really want to preprocess the sprites and was thinking of using a shader. Cel shading ...
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 ...
9
votes
3answers
875 views

Pixel-perfect rendering to a rendertarget with a fullscreen quad

I have some trouble rendering a bunch of values to a rendertarget. The values never end up in the exact range I want them to. Basically I use a fullscreen quad and a pixel shader to render to my ...
4
votes
2answers
338 views

Detect Mip mapping level in the shader?

Is there a way to do this in pixel shader 2.0/3.0? I've got on or off transparency so when the mipmapping level is different the transparency can take up too much of the texture and make it ...
2
votes
2answers
1k views

Dealing with 2D pixel shaders and SpriteBatches in XNA 4.0 component-object game engine?

I've got a bit of experience with shaders in general, having implemented a couple, very simple, 3D fragment and vertex shaders in OpenGL/WebGL in the past. Currently, I'm working on a 2D game engine ...
1
vote
1answer
111 views

How do I read the an environment map CPU side? (Similar to texCube function on GPU)

I need to extract the one pixel from a environment mapping (I already have the 6 textures) using the normal vector. How can I achieve this ? I want something very similar to what texCUBE(link) does ...
0
votes
1answer
210 views

Error X3650 when compiling shader in XNA

I'm attempting to convert the XBDEV.NET Mosaic Shader for use in my XNA project and having trouble. The compiler errors out because of the half globals. At first I tried replacing the globals and ...
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 ...
6
votes
3answers
807 views

How to handle multiple effect files in XNA

So I'm using ModelMesh and it's built in Effects parameter to draw a mesh with some shaders I'm playing with. I have a simple GUI that lets me change these parameters to my heart's desire. My question ...
6
votes
1answer
690 views

XNA Sprite Flash Effect

I'm looking for a way to render every non-transparent pixel in a sprite solid white (to 'flash' the sprite white when the player takes damage etc). This is on Windows Phone 7. I was using a very ...
2
votes
1answer
200 views

Implementing IVertexType Interface

In XNA, I have created a new VertexType, called it VertexPositionTextureLight which inherts the IVertexType Interface, but apparently I need to implement the member of VertexDeclartion which I cleary ...
2
votes
3answers
884 views

Decompile an FX shader

Is it possible to decompile a .xnb file? I've lost my shader code, but only have my .xnb file left.
4
votes
2answers
413 views

Programatically replace color gradient on sprite

Say I have the following image: I want to tint the yellow parts on this sprites shoulder/arms by a random color. In other questions on this site, they suggest using a chroma key and replacing the ...
2
votes
2answers
3k views

XNA a Simple 2D Point Light

I want to make a 2D Point Light in XNA, I was able to find some helpful information but it is too advance for me, since i know nothing about Shaders ...
8
votes
4answers
845 views

Decent Shader editor for Visual Studio

Is there a decent Effect file editor plugin for Visual Studio? I'm getting slightly frustrated with constantly copying and pasting from FX Composer.
1
vote
0answers
250 views

Why does drawing bounding boxes disable my other shaders?

I have some .X models loaded via self-written AssetManager that has Lists with models in it. I also apply a diffuse shader to my models. All the models are "self-drawing" in a BasicModel class. ...
2
votes
1answer
374 views

Transformed Pretransformed coordinates?

I am creating a minecraft like terrain engine thing in XNA and C#, and I am trying to create a item/block selector tool. The thing is I would like to have 3D objects on the tool. So I thought for the ...
1
vote
3answers
1k views

Why even use shaders?

assuming I want my game to have a Cel-shaded look. There are plenty of tutorials how to implement Cel-shading in hlsl f.e. But what is the point? If I am creating my assets with Blender or 3d-max I ...
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
253 views

Shader issues when creating projection using CreateOrthographicOffCenter instead of CreateOrthographic

Pre. Having these matrix transformations: var scale = Matrix.CreateScale(50f); var eye = new Vector3(0, 0, 10.0f); var view = Matrix.CreateLookAt(eye, Vector3.Zero, Vector3.Up); var projection = ...
3
votes
2answers
231 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 ...

1 2