Difference between revisions of "Game Programming Class14"
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==Animation Tutorial== | ==Animation Tutorial== |
Revision as of 13:38, 3 May 2010
Contents
Manifest
Game Challenge
Animation Tutorial
- http://www.stromcode.com/2008/03/10/modelling-for-xna-with-blender-part-i/
- http://www.stromcode.com/2008/03/11/modelling-for-xna-with-blender-part-ii/
- http://www.stromcode.com/2008/03/13/modeling-for-xna-with-blender-iii/
- http://www.stromcode.com/2008/03/16/modeling-for-xna-with-blender-part-iv/
Mixing 2D and 3D
I forgot to show you last week that the Spritebatch draw code need to be modified slightly in order top mix 2D and 3D You need to use SaveStateMode.SaveSate if you don't explicitly order everything in your Draw code. Saving states can be SLOOWWWWW and significantly reduce your performance. More info on RenderStates
spriteBatch.Begin(SpriteBlendMode.AlphaBlend, SpriteSortMode.Deferred, SaveStateMode.SaveState);
Lighting
The XNA basic effect is a simple implementation of a HLSL effect.
HLSL is Microsoft's High level implementation of FFE Fixed Function Pipeline implemented in video hardware.</p> GPU Hardware does two things. The vertex shader runs first and is rasterized to 2D, then the pixel shaders run.
- Vertex Shader
- Pixel Shader
Lighting Demo with Basic Effect IntroMeshLights.zip
HLSL
HLSL Demo
http://code.msdn.microsoft.com/HLSL
Creators Club Non Realistic Render
SkyBox
IntroMeshLightsSkyBox.zip
Skybox generator