Game Programming Class14
Animation Tutorial
- http://www.stromcode.com/2008/03/10/modelling-for-xna-with-blender-part-i/
- http://www.stromcode.com/2008/03/10/modelling-for-xna-with-blender-part-ii/
- http://www.stromcode.com/2008/03/10/modelling-for-xna-with-blender-part-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 is you don't explicitly order everything in you DrawCode. Saving states can be SLOOWWWWW and significantly reduce your performance http://blogs.msdn.com/shawnhar/archive/2006/11/13/spritebatch-and-renderstates.aspx.
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 vertexr 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
Sybox generator
http://www.planetside.co.uk/terragen/
http://www.stromcode.com/2008/03/30/building-an-xna-skybox-with-blender/