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3
votes
2answers
602 views

Stencil based mask with alpha

I'm trying to create a fog effect like civ 5: I tried creating a StencilSet shader that receives a mask and sets the stencil buffer to 1. I would render the following on every unexplored tile using ...
1
vote
2answers
215 views

Deferred rendering: camera inside point light's sphere of effect

I'm trying out deferred rendering and I'm using the tutorials at http://ogldev.atspace.co.uk. I've got the basics working and I'm currently trying to implement the final step from tutorial 37 ...
5
votes
1answer
826 views

Stencil mask with AlphaTestEffect

I am trying to pull off the following effect in XNA 4.0: The purple area has 50% opacity. I have gotten pretty close with the following code: public static DepthStencilState AlwaysStencilState = ...
1
vote
0answers
922 views

Clipping polygons in XNA with stencil (not using spritebatch)

The problem... i'm drawing polygons, in this case boxes, and i want clip children polygons with its parent's client area. // Class Region public void Render(GraphicsDevice Device, Camera ...
0
votes
0answers
42 views

How to create Line of Sight shader?

I have an algorithm to build my sight polygon: https://www.youtube.com/watch?v=x7tFnVX11x0 I want now to create a visibility from it that is similar to this: ...
0
votes
0answers
38 views

Drawing directly to XNA depth buffer

Is it possible to set the depth buffer (i.e. draw depth values directly) in XNA? All the examples I could find are showing how to render a 3D scene to a RenderTarget2D and get the depth information ...