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S.Luebss | XNA 4.0 Game DevelopmentXNA 4.0 Game Development
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S.Luebss | XNA 4.0 Game Development | sluebess.wordpress.com Reviews
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XNA 4.0 Game Development
About | S.Luebss
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XNA 40 Game Development. My name is Simon, I am 15 years old and I love playing and programming games on the computer. Currently I am working on a game engine which is called „Glitchy Engine“. It’s nothing good or well working and not everything was written by myself, but for learning and improving my programming-skills it’s quite good. Ps: I’m form germany, so sorry for my probably bad english 🙂. Kommentar verfassen Antwort abbrechen. Gib hier Deinen Kommentar ein . Adresse wird niemals veröffentlicht).
April | 2015 | S.Luebss
https://sluebess.wordpress.com/2015/04
XNA 40 Game Development. Archiv für den Monat April 2015. Advanced Shadow Mapping in XNA 4.0. In this post I’ll show you something I’ve done the last days. I was searching for a good and simple shadow mapping sample for XNA 4.0 and I found one made by „Nick the Coder“. While playing around with it I got bored by simply black shadows and began to expand the code. I’ve just improved the shader with my rusty and very limited knowledge about HLSL). In the shader I’m doing nothing extraterrestrial. Depht-valu...
Advanced Shadow Mapping in XNA 4.0 | S.Luebss
https://sluebess.wordpress.com/2015/04/06/advanced-shadow-mapping-in-xna-4-0
XNA 40 Game Development. Advanced Shadow Mapping in XNA 4.0. In this post I’ll show you something I’ve done the last days. I was searching for a good and simple shadow mapping sample for XNA 4.0 and I found one made by „Nick the Coder“. While playing around with it I got bored by simply black shadows and began to expand the code. I’ve just improved the shader with my rusty and very limited knowledge about HLSL). So, here’s a screenshot of a simple scene rendered with my technique:. Depht-value from the s...
Aharabada | S.Luebss
https://sluebess.wordpress.com/author/aharabada
XNA 40 Game Development. Alle Beiträge von Aharabada. Advanced Shadow Mapping in XNA 4.0. In this post I’ll show you something I’ve done the last days. I was searching for a good and simple shadow mapping sample for XNA 4.0 and I found one made by „Nick the Coder“. While playing around with it I got bored by simply black shadows and began to expand the code. I’ve just improved the shader with my rusty and very limited knowledge about HLSL). In the shader I’m doing nothing extraterrestrial. Depht-value fr...
References | S.Luebss
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XNA 40 Game Development. As I allready told you in the text about me, I didn’t wrote everything on my own. I’m using the CSM files from J.Coluna. And some code from msdn. In the future I want to get away from the MSDN files and other publishers(is this the right word for it? I am using the files from here. Kommentar verfassen Antwort abbrechen. Gib hier Deinen Kommentar ein . Trage deine Daten unten ein oder klicke ein Icon um dich einzuloggen:. Adresse wird niemals veröffentlicht).
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XNA: Adding fog to a LPP (or deferred) pipeline | J.Coluna
https://jcoluna.wordpress.com/2012/11/06/xna-adding-fog-in-a-lpp-or-deferred-pipeline
Light Shafts Tone Mapping. XNA: Adding fog to a LPP (or deferred) pipeline. November 6, 2012. After a long delay, here is one more gift for you: how to add fog to your scene. I will talk about global fog, although it can be easily extended to local fog volumes like spheres, cubes, etc. Here we have same view with and without fog:. The effect is basically a color interpolation based on the depth of the current pixel. You can have a look here. After lots of posts talking about our beloved GBuffer, you shou...
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Tech-art, computer graphics, game design blog of Spencer LUEBbert. I've been brushing up on HDR photography for IBL and rendering reference. Below are 2 sets of panoramas that should serve as good reference for lighting, exposure, color correction and tone-mapping. They were shot in [pretty much] the same locations at different times and processed for HDR identically. Final color temperature of 6000k and exposures set relative to 10 EVs. And his site hdrlabs.com. There were a few lens aberrations that I ...
S.Luebss | XNA 4.0 Game Development
XNA 40 Game Development. Advanced Shadow Mapping in XNA 4.0. In this post I’ll show you something I’ve done the last days. I was searching for a good and simple shadow mapping sample for XNA 4.0 and I found one made by „Nick the Coder“. While playing around with it I got bored by simply black shadows and began to expand the code. I’ve just improved the shader with my rusty and very limited knowledge about HLSL). So, here’s a screenshot of a simple scene rendered with my technique:. Depht-value from the s...
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