Media Summary: This is the first step in the creation of a model editor I'm working on. It's supposed to provide a basic set of tools to make changes ... This technique was inspired by UDK's way of handling wireframes. It draws a small halo around the wires to provide a better ... This second tutorial is a "case study" that involves stepping through

Xna Vertex Based Rendering - Detailed Analysis & Overview

This is the first step in the creation of a model editor I'm working on. It's supposed to provide a basic set of tools to make changes ... This technique was inspired by UDK's way of handling wireframes. It draws a small halo around the wires to provide a better ... This second tutorial is a "case study" that involves stepping through This is the result from the Deform Shader tutorial in my A visualization of the current terrain engine I've built using It seems that when my body is created from

I once again created a completely new version of my graphics engine reducing the code by !! 1000 !! lines... I also changed the old ... My first attempt at wielding VTF for terrain

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XNA Vertex based rendering
Core Engine: Vertex Manipulation (mesh-editing) [XNA]
Core Engine: Depth Dependent Halos for wireframe rendering [XNA]
Terrain Geomorphing in the Vertex Shader (XNA)
XNA Vertex Shader Toon Ripples
XNA 4.0 - Deferred Rendering Day & Night Color Transition (simple coloring test)
XNA/DirectX PIX tutorial #2
XNA 4.0 Shader Programming #5 - Deform Shader
XNA Terrain Rendering
XNA Test 7 - With even more render targets
Another XNA issue with vertices
XNA Deferred Rendering
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XNA Vertex based rendering

XNA Vertex based rendering

Vertex

Core Engine: Vertex Manipulation (mesh-editing) [XNA]

Core Engine: Vertex Manipulation (mesh-editing) [XNA]

This is the first step in the creation of a model editor I'm working on. It's supposed to provide a basic set of tools to make changes ...

Core Engine: Depth Dependent Halos for wireframe rendering [XNA]

Core Engine: Depth Dependent Halos for wireframe rendering [XNA]

This technique was inspired by UDK's way of handling wireframes. It draws a small halo around the wires to provide a better ...

Terrain Geomorphing in the Vertex Shader (XNA)

Terrain Geomorphing in the Vertex Shader (XNA)

"Procedural Landscape on

XNA Vertex Shader Toon Ripples

XNA Vertex Shader Toon Ripples

XNA Vertex Shader Toon Ripples

XNA 4.0 - Deferred Rendering Day & Night Color Transition (simple coloring test)

XNA 4.0 - Deferred Rendering Day & Night Color Transition (simple coloring test)

Work in Progress:

XNA/DirectX PIX tutorial #2

XNA/DirectX PIX tutorial #2

This second tutorial is a "case study" that involves stepping through

XNA 4.0 Shader Programming #5 - Deform Shader

XNA 4.0 Shader Programming #5 - Deform Shader

This is the result from the Deform Shader tutorial in my

XNA Terrain Rendering

XNA Terrain Rendering

A visualization of the current terrain engine I've built using

XNA Test 7 - With even more render targets

XNA Test 7 - With even more render targets

Render

Another XNA issue with vertices

Another XNA issue with vertices

It seems that when my body is created from

XNA Deferred Rendering

XNA Deferred Rendering

I once again created a completely new version of my graphics engine reducing the code by !! 1000 !! lines... I also changed the old ...

VTF Terrain in XNA

VTF Terrain in XNA

My first attempt at wielding VTF for terrain