Happy New Year everyone, hope you all have a great 2010. I for one know that my new years resolution will be to get more content up. Once I am better of course, I caught a cold + ear infection at #ozgamecamp and haven’t been in the mood to do much development or writing over … Read more
Rewrite of LPP Article Planned
December 12th, 2009 | Posted by in DirectX | Programming | Xbox 360 | XNA - (2 Comments)I recently went about making the current Light Pre Pass system run on the XBOX 360, and had to fix some issues that appeared there. As a result, the next article to go up will be a rewrite with all of these fixes included. I should also be able to provide the sample code at … Read more
Just a quick break from the regular programming (haha) to let every reader of this blog know that the Microsoft Student Partner program is open for signups. If you are a student in tertiary education (University etc) then you can apply for the role by going to http://student-partners.com and following the instructions there. Benefits vary … Read more
Important Additions & Fixes to LPP Implementation
December 4th, 2009 | Posted by in DirectX | Programming | XNA - (4 Comments)I have finally tracked down an issue that I was having with the Light Pre Pass implementation, and as a result have had to make some changes to the implementation. Firstly, I would recommend ensuring RenderState.AlphaTestEnable is false before rendering materials, it appears this is set (at least in my sample) somewhere and it corrupts … Read more
Just a quick note about the sample code download for the current Light Pre Pass tutorial, and probably future tutorials. I am in the process of cleaning up and commenting the code, and hope to have it out really soon. I am to have a complete tutorial with all the information on the page, however … Read more
Light Pre Pass in XNA: Basic Implementation
December 1st, 2009 | Posted by in DirectX | Programming | Xbox 360 | XNA - (13 Comments)NOTE: This article is now obsolete. An up-to-date sample and article can be found at http://mquandt.com/blog/2010/03/light-pre-pass-round-2/ In this part I will cover how to implement the basic form of the Light Pre Pass renderer, with support for point lights, and the basic Blinn-Phong shader, including Albedo texture support. As this article is fairly advanced in … Read more
