Recently I found an issue with an older article of mine that covered this topic, so I pulled it down until I could find the time to understand and fix the issue. After a bit of work I have fixed it and present this refresh. The key to deferred rendering and other techniques is the … Read more
Reconstructing Position from Depth for Fullscreen Quads
June 29th, 2010 | Posted by in DirectX | Programming | Tips | XNA - (0 Comments)Hi all, not dead. Apologies for the lack of updates, I am in the process of finishing an internship required for my university course, and it is a challenge to find good time to tackle some XNA issues and write posts. I am currently working on Directional light shadows for my engine, I have cascaded … Read more
Ambient lights are used in modern games to fake the indirect illumination that exists in the real world. By adding a generally very weak light to the scene, we can avoid the 100% black shadows that really should not exist, all at a very low cost compared to proper indirect illumination or baked ambient light … Read more
Light Pre-Pass Round 2
March 11th, 2010 | Posted by in DirectX | Games | Programming | XNA - (9 Comments)Those who have been following this blog know that I wrote an article about implementing a Light Pre-Pass renderer last year. Since then I have made numerous improvements and fixes as I have tried the system over different PC configurations. This time around I will be including those changes into the implementation, and also releasing … Read more
An update on LPP + Sample
February 21st, 2010 | Posted by in DirectX | Programming | XNA - (1 Comments)Hi everyone, first of all apologies for the delay. there has been quite a lot going on in my life, but I am working hard on getting the sample done. This time around I wanted to make sure I had a sample ready to go with the article, especially since the article will focus on … Read more
Autodesk Student Subscriptions [Freebies]
January 9th, 2010 | Posted by in DirectX | Tips | XNA - (0 Comments)I know that many of you will want to make use of either Blender or the nice free version of Softimage (Previously XSI) on the Creators Club website, however for those interested in expanding their skill set, perhaps with the intention of entering the industry, getting access to 3ds Max or Maya can be quite … 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
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
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
As you can see, it is rendering correctly, and now I can begin writing about the implementation. Just have to clean some code, maybe improve one or two things. I hope to begin the article series (the previous entry was an intro) after my final exam on friday.
