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0
votes
2answers
72 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 ...
3
votes
1answer
725 views

Stencil mask with AlphaTestEffect

I am trying to pull off the following effect in XNA 4.0: http://eng.utah.edu/~brendanw/question.jpg The purple area has 50% opacity. I have gotten pretty close with the following code: public ...
1
vote
1answer
72 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 ...
1
vote
0answers
235 views

Stencil buffer appears to not be decrementing values correctly

I'm attempting to use the stencil buffer as a clipper for my UI system, but I'm having trouble debugging a problem I'm running in to. This is what I'm doing: A widget can pass a rectangle to the the ...
1
vote
0answers
870 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
20 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 ...