XNA for C#
DirectX 9 for C#
DirectX 9 for C++
DirectX 9 for VB
Forum
   
My XNA Book
      
       Go to section on this site

Additional info


Latest Forum posts

 Tutorial 3 for Windows Phone 7
  Posted by: Anonymous
  When: 20/05/2013 at 02:30:13

 No download link for 2d series: shooter
  Posted by: zaboleq
  When: 07/05/2013 at 15:46:28

 Collision Class?
  Posted by: Anonymous
  When: 05/05/2013 at 19:03:59

 stack overflow
  Posted by: cityguy
  When: 07/04/2013 at 01:58:38

 Meshes looks strange.
  Posted by: ab_saratov
  When: 01/04/2013 at 04:31:08

 Lamppost Not loaded
  Posted by: Anonymous
  When: 22/03/2013 at 06:43:52

 Collision Class?
  Posted by: Da_Boom
  When: 21/03/2013 at 01:23:09

 Math boggles me
  Posted by: cityguy
  When: 17/03/2013 at 03:44:48

 Collision Class?
  Posted by: Da_Boom
  When: 16/03/2013 at 03:44:42

 Tree update
  Posted by: Anonymous
  When: 15/03/2013 at 21:11:22


Ads

Rendering our scene into a texture – Displaying 2D images using the Sprite object

This chapter again has nothing to do with HLSL, so anyone only interested in the Render-To-Texture technique will be able to follow.

Except for this paragraph :) As I told you last chapter, the second step of the shadow mapping algorithm involves comparing values in our depth map. To so this, we will save the screen of last chapter (the depth map) into a texture, so we can use this texture during the second step.

So we’ll be drawing our scene not to the screen, but to a texture instead. This can be useful for example to create a mirror in your scene: first you render the scene as seen by the mirror into the texture, afterwards you draw your scene while texturing two triangles with the rendered texture.

Thanks to DirectX and some of its helper classes, this rendering your scene into a texture is made pretty easy. We’ll need these variables:

 private RenderToSurface RtsHelper;
 private Texture RenderTexture;
 private Surface RenderSurface;
 private int RenderSurfaceSize = 512;

The first line is the helper class that will let you draw your scene to the texture, which is the second line. A texture can have multiple mipmap levels. The first level will be the most detailed, the second one will be half the width and the height of the first one and so on. When the texture is close to the camera, the full-detailed first level map will be used to draw from. When the texture is further away from the camera, however, a smaller lower-detail mipmap is used, which reduces bandwidth.

The RenderSurface variable will link to this first level mipmap, which is in fact what we will render to. The last element indicates the width and height of this mipmap. The larger this value, the more detailed you shadow map will be, because there will be more pixels in it. These pixels also will have to be drawn by you pixel shader, so using big values can slow down performance.

Now we have initialized our variables, it’s time to fill them in our FillResources method:

 RtsHelper = new RenderToSurface(device, RenderSurfaceSize, RenderSurfaceSize, Format.X8R8G8B8, true, DepthFormat.D16);
 RenderTexture = new Texture(device, RenderSurfaceSize, RenderSurfaceSize, 1, Usage.RenderTarget, Format.X8R8G8B8, Pool.Default);
 RenderSurface = RenderTexture.GetSurfaceLevel(0);

The first line stores a new RenderToSurface object into our variable. This object needs to be linked to the device, as we will still need our graphics cards to render to the texture. Next we need to specify the number of pixels to render, by defining the width and the height of the viewport. As with our presentation parameters, we also need to set the color format as well as the depth format of our render target. The second last parameter indicates whether we want our device to perform the Z-test, and corresponds to the EnableAutoDepthStencil member of the presentation parameters.

The next line creates a new (empty) texture. We will again need to specify a link to the device, as well as the width and height of the texture. Because in this example we don’t need a complete mipmap tree, and will suffice with the first level, we indicate our texture will only need 1 mipmap level. We indicate this texture will be used to render to. Usage.RenderTarget only works when the resource is stored in the Default memory pool.

Next, we select this first mipmap level and store a link to it in our RenderSurface variable, which is where we’ll actually be rendering to.

Now we’ve got all our variables set up, it’s time to modify GenerateShadowMap, the method where we draw our scene. It’s very easy: instead of using device.BeginScene and device.EndScene, we use RtsHelper.BeginScene and RtsHelper.EndScene:

 private void GenerateShadowMap()
 {
     RtsHelper.BeginScene(RenderSurface);            
     device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Black, 1.0f, 0);            
 
     effect.Technique = "ShadowMap";
     effect.SetValue("xMaxDepth", 60);
     int numpasses = effect.Begin(0);
     for (int i = 0; i < numpasses; i++)
     {
         effect.BeginPass(i);
         DrawScene();
         effect.EndPass();
     }
     effect.End();
 
     RtsHelper.EndScene(Filter.None);
 }

Only the first 2 lines and the last line are new; the remaining code draws our scene. Note we also have to clear our rendertarget.

When you would run the code at this point, you should get an error. This is because our call to device.BeginScene is followed immediately by a call to RtsHelper.BeginScene, before we call device.EndScene. So what you have to do in your OnPaint method is put the call to GenerateShadowMap before the call to device.BeginScene. This way, we will first process our render-to-texture method, and afterwards our render-to-screen part.

Try running this code. Now everything should be OK, but you’ll get a completely black screen. This is because we render our scene to a texture, but we’re not displaying this texture on our screen!

Instead of using 2 triangles to display the texture, we’ll take a shortcut by using the Sprite class. A sprite object can be used to display 2D images from a texture using Direct3D. Note you can also use this to load 2D images from file and display them easily! Put this between your calls to device.BeginScene and device.EndScene:

 using (Sprite spriteobject = new Sprite(device))
 {
  spriteobject.Begin(SpriteFlags.DoNotSaveState);
  spriteobject.Transform = Matrix.Scaling(0.4f, 0.4f, 0.4f);
  spriteobject.Draw(RenderTexture, new Rectangle(0, 0, RenderSurfaceSize, RenderSurfaceSize), new Vector3(0, 0, 0), new Vector3(0, 0, 0f), Color.White);
  spriteobject.End();
 }

A sprite object also has its own Begin, Draw and End cycle. You can pass some SpriteFlags to the Begin method, which is very important if you don’t want to face huge performance problems. Our SpriteFlag indicates the render state for drawing our sprite needn’t be saved, which saves us from a huge overhead.

During the Drawing phase of the sprite, we can also set a transform renderstate (note that here we’re using the Fixed Function Pipeline again). This comes in handy, as our texture of 512x512 pixels would be bigger than our window.

Next we actually draw the texture using the sprite object. Of course we first need to pass the texture to draw from. The second argument is optional, but sometimes quite useful, so I’ll include it. It allows you to define which part of the texture to draw from: you can set the offset coordinate as well as the width and height of the region. Because we want to draw the whole texture, I’ve indicates to draw a rectangle of width and height 512, starting from coordinate (0,0).

The next argument indicates which pixel of the texture will be considered the center. It’s common practice to select the upper left point of the texture as its center. Then of course we need to indicate the screen position the center of where the texture will be drawn. Again, we indicate (0,0,0), so the texture will be drawn at the upper left corner of our screen. The last value is multiplied by every color and alpha value of the texture. So chosing white leaves all values the same, as they are all multiplied by 1.




DirectX Tutorial 12 - Render To Texture

If you appreciate the amount of time I spend creating and updating
these pages, feel free to donate -- any amount is welcome !



Click here to go to the forum on this chapter!

Or click on one of the topics on this chapter to go there:
  • How to get more precision
          Hi, your articles are tremendously usefull. I w...
  • Render to Texture
           Hello, I am trying to draw some primitive tr...
  • Miss Spelling
          in this section using (Sprite spriteobjec...


    When you run this code, you should see our Shadow Map drawn at the upper left corner of the screen. Not a lot nicer than the result of last chapter, but you’ve learned a lot: you have drawn the scene into a texture, and drawn this 2D image to the screen afterwards!

    Our HLSL code hasn’t been changed, so I’ll only list the DirectX code:

     using System;
     using System.Drawing;
     using System.Collections;
     using System.ComponentModel;
     using System.Windows.Forms;
     using System.Data;
     using Microsoft.DirectX;
     using Microsoft.DirectX.Direct3D;
     using D3D = Microsoft.DirectX.Direct3D;
     
     namespace DirectX_Tutorial
     {
         struct myownvertexformat
         {
             public Vector3 Pos;
             public Vector3 Normal;
             public Vector2 TexCoord;
     
             public myownvertexformat(Vector3 _Pos, Vector3 _Normal, float texx, float texy)
             {
                 Pos = _Pos;
                 Normal = _Normal;
                 TexCoord.X = texx;
                 TexCoord.Y = texy;
             }
         }
     
         public class WinForm : System.Windows.Forms.Form
         {        
             private System.ComponentModel.Container components = null;
             private D3D.Device device;        
             private VertexBuffer vb;
             private Vector3 CameraPos;
             private VertexDeclaration vd;
             private Effect effect;
     
             private Texture StreetTexture;
             private Mesh Lamppost;
             private Material[] LamppostMaterials;
             private Texture[] LamppostTextures;
             private Mesh Car;
             private Material[] CarMaterials;
             private Texture[] CarTextures;
     
             private Matrix matView;
             private Matrix matProjection;
             private Matrix LightViewProjection;
     
             private int LastTickCount = 1;
             private int Frames = 0;
             private float LastFrameRate = 0;
             private D3D.Font text;
     
             private RenderToSurface RtsHelper;
             private Texture RenderTexture;
             private Surface RenderSurface;
             private int RenderSurfaceSize = 512;
     
             public WinForm()
             {
                 InitializeComponent();
                 this.SetStyle(ControlStyles.AllPaintingInWmPaint | ControlStyles.Opaque, true);
             }
     
             public void InitializeDevice()
             {
                 PresentParameters presentParams = new PresentParameters();
                 presentParams.Windowed = true;
                 presentParams.SwapEffect = SwapEffect.Discard;
                 presentParams.AutoDepthStencilFormat = DepthFormat.D16;
                 presentParams.EnableAutoDepthStencil = true;
     
                 Caps DevCaps = D3D.Manager.GetDeviceCaps(0, D3D.DeviceType.Hardware);
                 D3D.DeviceType DevType = D3D.DeviceType.Reference;
                 CreateFlags DevFlags = CreateFlags.SoftwareVertexProcessing;
                 if ((DevCaps.VertexShaderVersion >= new Version(2, 0)) && (DevCaps.PixelShaderVersion >= new Version(2, 0)))
                 {
                     DevType = D3D.DeviceType.Hardware;                
                     if (DevCaps.DeviceCaps.SupportsHardwareTransformAndLight)
                     {
                         DevFlags = CreateFlags.HardwareVertexProcessing;
                         if (DevCaps.DeviceCaps.SupportsPureDevice)
                         {
                             DevFlags |= CreateFlags.PureDevice;
                         }
                     }                
                 }
     
                 device = new D3D.Device(0, DevType, this, DevFlags, presentParams);
                 device.DeviceReset += new EventHandler(this.HandleDeviceReset);            
             }
     
             private void HandleDeviceReset(object sender, EventArgs e)
             {
                 FillResources();        
             }
     
             private void AllocateResources()
             {
                 vb = new VertexBuffer(typeof(myownvertexformat), 18, device, Usage.WriteOnly, VertexFormats.Position | VertexFormats.Normal | VertexFormats.Texture0, Pool.Managed);                        
                 InitializeFont();
                 effect = D3D.Effect.FromFile(device, @"../../OurHLSLFile.fx", null, null, ShaderFlags.None, null);
             }
     
             private void FillResources()
             {
                 myownvertexformat[] vertices = new myownvertexformat[18];
     
                 vertices[0] = new myownvertexformat(new Vector3(20, -10, 0), new Vector3(0, 0, 1), -0.25f, 25.0f);
                 vertices[1] = new myownvertexformat(new Vector3(20, 100, 0), new Vector3(0, 0, 1), -0.25f, 0.0f);
                 vertices[2] = new myownvertexformat(new Vector3(-2, -10, 0), new Vector3(0, 0, 1), 0.25f, 25.0f);                        
                 vertices[3] = new myownvertexformat(new Vector3(-2, 100, 0), new Vector3(0, 0, 1), 0.25f, 0.0f);
                 vertices[4] = new myownvertexformat(new Vector3(-2, -10, 0), new Vector3(1, 0, 0), 0.25f, 25.0f);                        
                 vertices[5] = new myownvertexformat(new Vector3(-2, 100, 0), new Vector3(1, 0, 0), 0.25f, 0.0f);
                 vertices[6] = new myownvertexformat(new Vector3(-2, -10, 1), new Vector3(1, 0, 0), 0.375f, 25.0f);
                 vertices[7] = new myownvertexformat(new Vector3(-2, 100, 1), new Vector3(1, 0, 0), 0.375f, 0.0f);
                 vertices[8] = new myownvertexformat(new Vector3(-2, -10, 1), new Vector3(0, 0, 1), 0.375f, 25.0f);
                 vertices[9] = new myownvertexformat(new Vector3(-2, 100, 1), new Vector3(0, 0, 1), 0.375f, 0.0f);
                 vertices[10] = new myownvertexformat(new Vector3(-3, -10, 1), new Vector3(0, 0, 1), 0.5f, 25.0f);
                 vertices[11] = new myownvertexformat(new Vector3(-3, 100, 1), new Vector3(0, 0, 1), 0.5f, 0.0f);
                 vertices[12] = new myownvertexformat(new Vector3(-13, -10, 1), new Vector3(0, 0, 1), 0.75f, 25.0f);
                 vertices[13] = new myownvertexformat(new Vector3(-13, 100, 1), new Vector3(0, 0, 1), 0.75f, 0.0f);
                 vertices[14] = new myownvertexformat(new Vector3(-13, -10, 1), new Vector3(1, 0, 0), 0.75f, 25.0f);
                 vertices[15] = new myownvertexformat(new Vector3(-13, 100, 1), new Vector3(1, 0, 0), 0.75f, 0.0f);
                 vertices[16] = new myownvertexformat(new Vector3(-13, -10, 21), new Vector3(1, 0, 0), 1.25f, 25.0f);
                 vertices[17] = new myownvertexformat(new Vector3(-13, 100, 21), new Vector3(1, 0, 0), 1.25f, 0.0f);
                 
                 vb.SetData(vertices, 0, LockFlags.None);
     
                 SetUpCamera();
     
                 VertexElement[] velements = new VertexElement[]
                 {
                     new VertexElement(0, 0, DeclarationType.Float3, DeclarationMethod.Default, DeclarationUsage.Position, 0),
                     new VertexElement(0, 12, DeclarationType.Float3, DeclarationMethod.Default, DeclarationUsage.Normal, 0),
                     new VertexElement(0, 24, DeclarationType.Float2, DeclarationMethod.Default, DeclarationUsage.TextureCoordinate, 0),
                     VertexElement.VertexDeclarationEnd
                 };
                 vd = new VertexDeclaration(device, velements);
     
                 StreetTexture = TextureLoader.FromFile(device, "streettexture.jpg");
     
                 LoadMesh("lamppost.x", ref Lamppost, ref LamppostMaterials, ref LamppostTextures);
                 LoadMesh("car.x", ref Car, ref CarMaterials, ref CarTextures);
     
     
                 RtsHelper = new RenderToSurface(device, RenderSurfaceSize, RenderSurfaceSize, Format.X8R8G8B8, true, DepthFormat.D16);
                 RenderTexture = new Texture(device, RenderSurfaceSize, RenderSurfaceSize, 1, Usage.RenderTarget, Format.X8R8G8B8, Pool.Default);
                 RenderSurface = RenderTexture.GetSurfaceLevel(0);
             }
     
             private void InitializeFont()
             {
                 System.Drawing.Font systemfont = new System.Drawing.Font("Arial", 12f, FontStyle.Regular);
                 text = new D3D.Font(device, systemfont);
             }
     
             private void DrawMesh(Mesh mesh, Material[] meshmaterials, Texture[] meshtextures)
             {
                 for (int i = 0; i < meshmaterials.Length; i++)
                 {
                     if (meshtextures.Length > 3) effect.SetValue("xColoredTexture", meshtextures[i]);
                     effect.CommitChanges();
                     mesh.DrawSubset(i);
                 }
             }
     
             protected override void OnPaint(System.Windows.Forms.PaintEventArgs e)
             {
                 UpdateLightData();
                 GenerateShadowMap();
     
                 device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Black, 1.0f, 0);
                 device.BeginScene();
     
                 using (Sprite spriteobject = new Sprite(device))
                 {
                     spriteobject.Begin(SpriteFlags.DoNotSaveState);
                     spriteobject.Transform = Matrix.Scaling(0.4f, 0.4f, 0.4f);
                     spriteobject.Draw(RenderTexture, new Rectangle(0, 0, RenderSurfaceSize, RenderSurfaceSize), new Vector3(0, 0, 0), new Vector3(0, 0, 0), Color.White);
                     spriteobject.End();
                 }
                 UpdateFramerate();
     
                 device.EndScene();
                 device.Present();
                 this.Invalidate();    
             }
     
             private void GenerateShadowMap()
             {
                 RtsHelper.BeginScene(RenderSurface);            
                 device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Black, 1.0f, 0);
             
                 effect.Technique = "ShadowMap";
                 effect.SetValue("xMaxDepth", 60);
                 int numpasses = effect.Begin(0);
                 for (int i = 0; i < numpasses; i++)
                 {
                     effect.BeginPass(i);
                     DrawScene();
                     effect.EndPass();
                 }
                 effect.End();
     
                 RtsHelper.EndScene(Filter.None);
             }
     
             private void UpdateLightData()
             {
                 Vector3 LightPos = new Vector3(18, 2, 5);
                 float LightPower = 0.7f;
     
                 LightViewProjection = Matrix.LookAtLH(LightPos, new Vector3(2, 10, -3), new Vector3(0, 0, 1)) * Matrix.PerspectiveFovLH((float)Math.PI / 2, this.Width / this.Height, 1f, 100f);
                 effect.SetValue("xLightPos", new Vector4(LightPos.X, LightPos.Y, LightPos.Z, 1));
                 effect.SetValue("xLightPower", LightPower);
             }
     
             private void DrawScene()
             {
                 effect.SetValue("xWorldViewProjection", Matrix.Identity * matView * matProjection);
                 effect.SetValue("xLightWorldViewProjection", Matrix.Identity * LightViewProjection);
                 effect.SetValue("xRot", Matrix.Identity);
                 effect.CommitChanges();
                 device.SetStreamSource(0, vb, 0);
                 device.VertexDeclaration = vd;
                 device.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 16);
     
                 Matrix LamppostWorld = Matrix.Scaling(0.05f, 0.05f, 0.05f) * Matrix.RotationX((float)Math.PI / 2) * Matrix.Translation(-4.0f, 5, 1);
                 effect.SetValue("xWorldViewProjection", LamppostWorld * matView * matProjection);
                 effect.SetValue("xLightWorldViewProjection", LamppostWorld * LightViewProjection);
                 effect.SetValue("xRot", Matrix.RotationX((float)Math.PI / 2));
                 DrawMesh(Lamppost, LamppostMaterials, LamppostTextures);
     
                 LamppostWorld = Matrix.Scaling(0.05f, 0.05f, 0.05f) * Matrix.RotationX((float)Math.PI / 2) * Matrix.Translation(-4.0f, 35, 1);
                 effect.SetValue("xWorldViewProjection", LamppostWorld * matView * matProjection);
                 effect.SetValue("xLightWorldViewProjection", LamppostWorld * LightViewProjection);
                 effect.SetValue("xRot", Matrix.RotationX((float)Math.PI / 2));
                 DrawMesh(Lamppost, LamppostMaterials, LamppostTextures);
     
                 Matrix CarWorld = Matrix.Scaling(4f, 4f, 4f) * Matrix.RotationYawPitchRoll((float)Math.PI / 2, (float)Math.PI / 2, (float)Math.PI / 2) * Matrix.Translation(3, 15, 0f);
                 effect.SetValue("xWorldViewProjection", CarWorld * matView * matProjection);
                 effect.SetValue("xLightWorldViewProjection", CarWorld * LightViewProjection);
                 effect.SetValue("xRot", Matrix.RotationYawPitchRoll((float)Math.PI / 2, (float)Math.PI / 2, (float)Math.PI / 2) * Matrix.Translation(3, 15, 0f));
                 DrawMesh(Car, CarMaterials, CarTextures);
     
                 CarWorld = Matrix.Scaling(4f, 4f, 4f) * Matrix.RotationYawPitchRoll((float)Math.PI / 2, (float)Math.PI / 8, (float)Math.PI / 2) * Matrix.Translation(28, -1.9f, 0f);
                 effect.SetValue("xWorldViewProjection", CarWorld * matView * matProjection);
                 effect.SetValue("xLightWorldViewProjection", CarWorld * LightViewProjection);
                 effect.SetValue("xRot", Matrix.RotationYawPitchRoll((float)Math.PI / 2, (float)Math.PI / 2, (float)Math.PI / 2) * Matrix.Translation(3, 15, 0f));
                 DrawMesh(Car, CarMaterials, CarTextures);
             }
     
             private void UpdateFramerate()
             {
                 Frames++;
                 if (Math.Abs(Environment.TickCount - LastTickCount) > 1000)
                 {
                     LastFrameRate = (float)Frames * 1000 / Math.Abs(Environment.TickCount - LastTickCount);
                     LastTickCount = Environment.TickCount;
                     Frames = 0;
                 }
                 text.DrawText(null, string.Format("Framerate : {0:0.00} fps", LastFrameRate), new Point(10, 430), Color.Red);
             }
     
             private void SetUpCamera()
             {
                 CameraPos = new Vector3(20, -17, 10);
                 matProjection = Matrix.PerspectiveFovLH((float)Math.PI / 4, this.Width / this.Height, 0.3f, 200f);
                 matView = Matrix.LookAtLH(CameraPos, new Vector3(0, 9, 2), new Vector3(0, 0, 1));
             }
     
             private void LoadMesh(string filename, ref Mesh mesh, ref Material[] meshmaterials, ref Texture[] meshtextures)
             {
                 ExtendedMaterial[] materialarray;
                 GraphicsStream adj = null;
     
                 mesh = Mesh.FromFile(filename, MeshFlags.Managed, device, out adj, out materialarray);
     
                 if ((materialarray != null) && (materialarray.Length > 0))
                 {
                     meshmaterials = new Material[materialarray.Length];
                     meshtextures = new Texture[materialarray.Length];
     
                     for (int i = 0; i < materialarray.Length; i++)
                     {
                         meshmaterials[i] = materialarray[i].Material3D;
                         meshmaterials[i].Ambient = meshmaterials[i].Diffuse;
     
                         if ((materialarray[i].TextureFilename != null) && (materialarray[i].TextureFilename != string.Empty))
                         {
                             meshtextures[i] = TextureLoader.FromFile(device, materialarray[i].TextureFilename);
                         }
                     }                
                 }
     
                 mesh = mesh.Clone(mesh.Options.Value, CustomVertex.PositionNormalTextured.Format, device);
                 mesh.ComputeNormals();
             }
     
             protected override void Dispose(bool disposing)
             {
                 if (disposing)
                 {
                     if (components != null)
                     {
                         components.Dispose();
                     }
                 }
                 base.Dispose(disposing);
             }
     
             private void InitializeComponent()
             {
                 this.components = new System.ComponentModel.Container();
                 this.Size = new System.Drawing.Size(500, 500);
                 this.Text = "Riemer's DirectX & HLSL Tutorial using C# -- Season 3";
             }
     
             static void Main()
             {
                 using (WinForm our_directx_form = new WinForm())
                 {
                     our_directx_form.InitializeDevice();                
                     our_directx_form.AllocateResources();
                     our_directx_form.FillResources();
                     Application.Run(our_directx_form);
                 }
             }
         }
     }


    Google
     
    Webwww.riemers.net


    If you appreciate the amount of time I spend creating and updating
    these pages, feel free to donate -- any amount is welcome !



    - Website design & XNA + DirectX code : Riemer Grootjans -
    ©2003 - 2011 Riemer Grootjans
  • Translations

    This site in English
    This site in Korean
    This site in Czech

    Microsoft MVP Award



    2007 - 2011 MVP Award
    DirectX - XNA

    Contents

    News
    Home
    Forum
    XNA 2.0 Recipes Book (8)
    Chapter 1
    Chapter 2
    Chapter 3
    Chapter 4
    Chapter 5
    Chapter 6
    Chapter 7
    Chapter 8
    XNA 3.0 Recipes Book (8)
    Chapter 1
    Chapter 2
    Chapter 3
    Chapter 4
    Chapter 5
    Chapter 6
    Chapter 7
    Chapter 8
    Downloads
    Extra Reading (3)
    Matrices: geometrical
    Matrix Mathematics
    Homogenous matrices
    Community Projects (1)
    Team Project (1)
    News
    Tutorials (160)
    XNA 4.0 using C# (89)
    2D Series: Shooters (22)
    Starting a project
    Drawing fullscreen images
    Positioning images
    SpriteBatch.Draw()
    Rotation
    Keyboard input
    Writing text
    Angle to Direction
    Direction to Angle
    Smoke trail
    Manual texture creation
    Random terrain
    Texture to Colors
    Coll Detection Overview
    Coll Detection Matrices
    Putting CD into practice
    Particles
    Additive alpha blending
    Particle engine
    Adding craters
    Sound in XNA
    Resolution independency
    3D Series 1: Terrain (13)
    Starting a project
    The effect file
    The first triangle
    World space
    Rotation - translation
    Indices
    Terrain basics
    Terrain from file
    Keyboard
    Adding colors
    Lighting basics
    Terrain lighting
    VertexBuffer & IndexBuffer
    3D Series 2: Flightsim (14)
    Starting point
    Textures
    Loading the floorplan
    Creating the 3D city
    Loading a Model
    Ambient and diffuse
    Quaternion camera
    Flight kinematics
    Collision detection
    Adding targets
    Point sprites
    Alpha blending
    Skybox
    Camera delay
    3D Series 3: HLSL (18)
    Starting point
    HLSL introduction
    Vertex format
    Vertex shader
    Pixel shader
    Per-pixel colors
    Textured triangle
    Triangle strip
    World transform
    World normals
    Per-pixel lighting
    Shadow map
    Render to texture
    Projective texturing
    Real shadow
    Shaping the light
    Preshaders
    3D Series 4: Adv. terrain (19)
    Starting code
    Mouse camera
    Textured terrain
    Multitexturing
    Adding detail
    Skydome
    The water technique
    Refraction map
    Reflection map
    Perfect mirror
    Ripples
    The Fresnel term
    Moving water
    Specular highlights
    Billboarding
    Region growing
    Billboarding renderstates
    Perlin noise
    Gradient skybox
    Short Tuts (3)
    Run XNA on older pcs
    MessageBox in XNA
    Normal generation
    DirectX using C# (54)
    Series 1:Terrain (14)
    Opening a window
    Linking to the Device
    Drawing a triangle
    Camera
    Rotation - Translation
    Indices
    Terrain creation
    Terrain from file
    DirectInput
    Importing bmp files
    Colored vertices
    DirectX Light basics
    Mesh creation
    Mesh lighting
    Series 2: Flightsim (19)
    Starting code
    Textures
    The floorplan
    Creating the 3D City
    Meshloading from file
    Ambient light
    Action
    Flight kinematics
    Collision detection
    Skybox
    Texture filtering
    Adding targets
    Point sprites
    Alpha blending
    DirectSound
    Sounds in 3D
    Playing MP3 files
    Displaying text
    Going fullscreen
    Series 3: HLSL (19)
    Starting point
    HLSL Introduction
    Vertex Shader
    Shaded triangle
    Pixel Shader
    Textured Triangle
    Triangle Strip
    World transform
    Adding normals
    The first light
    Shadow mapping
    Render To Texture
    Projective texturing
    The first shadow
    Shaping the light
    Preshaders
    Multiple lights
    Adjusting Z values
    Finishing touch
    Short Tuts (2)
    Resizing problem
    Checking Device caps
    DirectX using C++ (15)
    Series 1: Terrain (15)
    Opening a window
    Ending the game loop
    Linking to the Device
    Clearing your window
    Drawing a triangle
    Culling
    Camera
    Rotation - Translation
    Indices
    Terrain creation
    Terrain from file
    DirectInput
    Importing .bmp files
    Adding colors
    DirectX Light basics
    DirectX using VB (2)
    Series 1: Intro (2)
    The first triangle
    Rotation - translation
    -- Tree view --


    Thank you!

    Support this site --
    any amount is welcome !

    Stay up-to-date

    I don't have the time to keep a News section, so stay informed about the updates by clicking on this RSS file!