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Category: HLSL

A word on Matrices

December 10, 2012

Working on a sample regarding Orientation in a Direct3D app on Windows Phone 8, I came upon the need to clarify why I’m writing some math code in a specific way. Coming from XNA to C++/DirectX11 might occasionally be confusing. … Continue reading →

Posted in DirectX, HLSL

New tutorial: Crash Course in HLSL

November 19, 2009

I’m happy to announce a new tutorial, which happened by chance 🙂 I accidentally stumbled upon some old drafts of mine for a project that never saw the light of day, and I decided to post one of those drafts … Continue reading →

Posted in HLSL, XNA

Working on shadows…

September 30, 2009

Those that follow my twitter account have seen this already, but I wanted to let everyone know I’m working on a system for 2D dynamic shadows, again. However, this one is very different from the last sample I made on … Continue reading →

Posted in HLSL, XNA

FX Composer rocks!

November 3, 2008

I had NVIDIA’s FX Composer installed on my PC for a long time now, as part of my development tools, but rarely used it after installing it. Usually, when I want to experiment with a new shader, I boot up … Continue reading →

Posted in HLSL

July Sample: Rim Lighting

July 18, 2008

I’m going to go on vacation soon, so I’m putting the July sample online. It’s not much, since I’ve been busy writing the Fur Rendering Tutorial, but I think it’s a nice effect. The sample is dedicated to Rim Lighting, … Continue reading →

Posted in HLSL, XNA

Fur Rendering in XNA

July 18, 2008

My fur rendering article just went online on Ziggyware. It is an entry for the Summer Ziggyware XNA Article Contest, so if you like it, vote for it when voting begins, in a few days. The article explains how to … Continue reading →

Posted in HLSL, XNA

Coming Soon…

July 2, 2008

Fake Rim Lighting, for use in cute games (inspired by Super Mario Galaxy screenshots) Fur

Posted in HLSL, XNA

Small pre-pre-beta shadow mapping lirary

May 28, 2008

I’m releasing a small library for shadow mapping in XNA. This is the beginning of a library that will allow using shadow maps in XNA without writing a new shader, or setting up your models. Just using some calls to … Continue reading →

Posted in HLSL, XNA

Can a 2D image intersect a 3D model?

May 19, 2008

Yes it can 🙂 My may sample is also my first public sample written in XNA Game Studio 3.0 CTP, and it shows how to restore the depth buffer from a depth texture. This way, models drawn to a render … Continue reading →

Posted in HLSL, XNA

Converting Displacement Maps into Normal maps

January 29, 2008

This is a repost from the old blog, since this is one of those interesting stuff, which weren’t big enough to warrant a sample. Working on my VTF tutorial, I came across the need to apply lighting to a terrain. … Continue reading →

Posted in HLSL

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