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ClearType for images

I've put together little snippet showing how Cleartype rendering can be applied to images, as per this blog post. This rendering effectively tripples your horizontal resolution (on LCDs) at the cost of...

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Updated tangent space calculation demo

I've added a demo to the tangent space page, showing how to calculate the tangent frame on the fly in a shader while rendering a mesh. For meshes that have their vertex positions changed a lot, this...

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Updated GPGPU Framework

The GPGPU framework has recently undergone some changes and moved up from version 0.2 to version 0.3 (easy does it :) Interesting new features include generics support for other data formats than...

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Sample time - Distance field based decal rendering

I just put up a little sample dealing with distance field rendering, which is a technique by Valve to render glyphs, like decalls and text. The major benefits are that these distance fields are very...

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Simple GPGPU framework

I just put up a beta of a little GPGPU framework for XNA I've been tinkering on. This is a simple framework to perform general purpose calculations on the GPU. If that sounds useful, take it for a spin...

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Added a tool to convert heightmaps to normal maps

I needed to convert some heightmaps to normal maps, but found that the tools I used for that before were gone. The NVidia one seems to be converted to a Photoshop plugin and the ATI one only supports...

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Updated XNABitmap utility class

I touched up my trusty XNABitmap class a bit so it integrates better as a GameComponent. For anyone wondering what this is, it's a utility class to use GDI (System.Drawing) in XNA for Windows games. If...

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Snippet - simple linear texture filtering

Just added a snippet on how to manually do simple linear interpolation over your texels in HLSL as an alternative to setting your sampler to linear filtering. This may be useful if your sampled texels...

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Sample time - tangent space

It's finally time for a new sample again. This question asking to explain tangent space in a nutshell made me realize we just take this stuff for granted when using normal mapping. This sample shows...

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Sign of life

Just put up a little utility class making it easier to use System.Drawing in XNA on Windows. If anyone's interested in that, just take it for a spin and let me know what you think! I also managed to...

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New sample: HDR Rendering

Matt (MJP) came up with another great sample which shows how to go about rendering HDR imagery on both Windows and the 360. Following Matt's research, it's also a nice showcase of using LogLuv for...

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Drawing a 2D circle

I finally managed to wrap up a little sample showing how to draw circles/ellipses in a pixel shader using the good old implicit formula for a unit circle. For all its simplicity, I found it's actually...

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Realtime fur and a request

Here's a little tutorial I've been wanting to do for ages, showing how to render some simple fur on arbitrary meshes (looks like I've been pretty much upstaged by Catalin though). As for my request,...

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Game of Life on the GPU

This sample demonstrates how Conway's Game of Life can be implemented on the GPU. It also comes with a couple of custom rules to solve mazes as demonstrated here. Update: the fat maze solver has been...

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Snippet time - LogLuv and quaternions

Here are a few snippets that might prove useful. We've got a nice HLSL LogLuv implementation for storing floating point values in a 32 bpp format and a basic sample showing how to use quaternions for...

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An update! Integrating your XNA engine with XSI ModTool

Incredibly, we're slowly making progress. We've got a few nice new samples in the works and got a most excellent contribution from MJP to walk you through an implementation of a 3D content authoring...

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Slowly getting there

Woo, finally we've got some progress to report over here. We're slowly porting over the tutorials and samples from MDXInfo and are working to get the site into some semblance of order.

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