| Poster | : ggblake | | Posts | : 3 | | Country | : Canada | | City | : Kemptville |
| | | | Posted by ggblake on 29/07/2008 at 08:09:24
| | I'm have problems rendering models, using the
shadow recipe. I followed the example in
chapter 2 to obtain textures, and the effect is
passsed in the RenderScnene(model, effect) signature
Nothing renders except the walls and columns
I have also followe Catlin's approach redcucing
the model to buffers and indices and the textures
get messed up ie the wall texture is applied to the model.
Can I see some code that uses a draw routin for
models receiveing the various effects from
RenderTo3 and Render with shadowmap.fx.
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| Poster | : ggblake | | Posts | : 3 | | Country | : Canada | | City | : Kemptville |
| | | | Posted by ggblake on 31/07/2008 at 08:47:02
| | Maybe the issue is rendering models with
different fx files
My skinned animations use the xanimation effect
file and I can't get my head around rendering them
with the shadowmap.fx at the same time. | |
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| Poster | : aguacate | | Posts | : 25 | | Country | : México | | City | : Monterrey |
| | | | Posted by aguacate on 02/08/2008 at 13:33:53
| | Excuse me, do you use an effect for your skinned animation?
Where did you find the .fx file?
I am looking for one, that I can use in order to represent human with skin color more real.
Thanks in advance. | |
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| Poster | : ggblake | | Posts | : 3 | | Country | : Canada | | City | : Kemptville |
| | | | Posted by ggblake on 05/08/2008 at 09:30:14
| | the effect is embedded in the skinned model by
the skinnedmodel pipeline
you can find the source for it on Codex source files
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| Poster | : riemer | | Posts | : 1388 | | Country | : Belgium | | City | : Antwerp |
| | | | Posted by riemer on 08/08/2008 at 09:20:14
| | Hi there,
apologies for the late reply, I've been on holiday the past few days.
You're correct in that the problem is in using both effect files together.
In order to get skinning on your object, you need to use the effect from the SkinnedAnimation sample. However, if you want to use it with the Deferred Shading approach, you need to adjust your skinning effect so it renders a value to both the Ambient, Normal and Depth outputs.
This should be simply adjustment, as the heavy stuff of skinning is happening in the vertex shader. In the pixel shader, simply find the color and normal, and send them to the appropriate outputs. The depth value can be obtained as described in the Recipe.
If you have no clue how to do this, let me know so we can discuss this further. | |
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| Poster | : meathome | | Posts | : 3 | | Country | : austria | | City | : vienna |
| | | | Posted by meathome on 04/11/2008 at 10:00:03
| | | Hi, firstly wheres this catlin method? Because i had problems getting it to render models. if i set the effect in the model and then change it before drawing lights etc its very slow. | |
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| Poster | : tubbytreats | | Posts | : 2 | | Country | : US | | City | : Dayton |
| | | | Posted by tubbytreats on 05/02/2010 at 09:31:57
| | I am working through Riemers XNA3.0 Chapter6 tutorials for Deferred Shading and would like to modify the Deferred1Scene.fx file so that it will show BumpMaps and EnvironmentMaps in addition to the ColorTexture that it currently supports.
I'm using a basic PhongBumpMap from NVIDIA and want to incorporate that into the Deferred1Scene.fx file (or modify my PhongBumpMap .fx so that it returns the 3 required output buffers)
Not sure how to do this??? | |
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