2
votes
0answers
178 views

Monogame working with Krypton

I am trying to make a simple 2D game engine using Monogame and the Krypton 2.0 lighting engine. So far I have succeeded in rendering a light but I am unable to generate any shadows from any hull's. ...
0
votes
1answer
118 views

How to control in the vertex shader where pixel ends up in the renderTarget?

What if I have an arbitrary renderTarget, that is smaller than the screen (say it is 1x1 pixel) and I want to make sure in the VertexShaderFunction that all my pixels end up exactly in that 1 pixel ...
2
votes
0answers
252 views

XNA 4.0 Pixel Shader 3.0 Exact Texture Lookup/Sample Issue

I am stuck on trying to solve this problem. I originally had some shaders written that worked for XNA 3.1, but after converting to XNA 4.0 they would no longer compile due to instruction counts, flow ...
4
votes
2answers
227 views

Refractive blur in XNA?

I'm writing a 2D hack-and-slash game using XNA. I really want to implement the blur-like, refractive effect of a sword or such moving really quickly, seen in such games as Dust: An Elysian Tail and ...
5
votes
1answer
337 views

Performance of pixel shaders vs. SpriteBatch: XNA

Precondition: I read this question/answer about using shaders, or spritebatch, to render and mark a sprite. I need to do something like that. I also have a 2D lighting PoC which I need to write. The ...
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 ...
0
votes
1answer
260 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 ...
2
votes
1answer
653 views

2D Point Light XNA , Why my point light radius is Oval?

I friend of mine , taught me how to make a simple 2d point light with shader, so i follow his steps and finally done it ! but something happend , the light shape is like an oval and not like a ...
11
votes
2answers
1k views

Projective texture and deferred lighting

In my previous question, I asked whether it is possible to do projective texturing with deferred lighting. Now (more than half a year later) I have a problem with my implementation of the same thing. ...
0
votes
1answer
658 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
0answers
651 views

XNA 4 Deferred Rendering deforms the model [closed]

I have a problem when rendering a model of my World - when rendered using BasicEffect, it looks just peachy. Problem is when I render it using deferred rendering. See for yourselves: what it looks ...
1
vote
2answers
889 views

Using a shader messes up my alpha in XNA

I'm making a 2D game that ends up being too dark on some laptops, so I figured I'd use a shader so people could brighten it up if need be. Unfortunately, once I got it in there nothing would fade in ...
1
vote
1answer
500 views

Porting an HLSL 3.0 shader to 2.0?

I have a couple of .fx files from a Shader-Based 2D Shadows example. I want to utilize the same kind of technique with XNA 4.0's Reach profile, which if I understand correctly needs to have HLSL 2.0 ...