XNA Tutorials, Samples and Thoughts
- 2D 2009 2010 Amused Sloth AmusedSloth Animation Announcement Chickens Can't Fly Chickens Can Dream code Community Games DBP Deferred Rendering details Finally! Gamasutra license MVP News postprocessing Rebellion Rise Roy Sample Shadows summary Summit Trailer tutorial Windows Phone Windows Phone 7 WP7 XBLIG XNA XNA 4.0
- September 2011 (1)
- June 2011 (2)
- March 2011 (1)
- February 2011 (1)
- January 2011 (2)
- December 2010 (2)
- July 2010 (1)
- May 2010 (1)
- April 2010 (1)
- November 2009 (1)
- October 2009 (2)
- September 2009 (2)
- August 2009 (1)
- July 2009 (1)
- June 2009 (4)
- April 2009 (3)
- March 2009 (2)
- February 2009 (2)
- January 2009 (5)
- December 2008 (1)
- November 2008 (2)
- October 2008 (4)
- September 2008 (5)
- August 2008 (1)
- July 2008 (7)
- June 2008 (1)
- May 2008 (4)
- April 2008 (3)
- March 2008 (3)
- February 2008 (4)
- January 2008 (2)
- Small pre-pre-beta shadow mapping lirary (36)
- Working on shadows… (34)
- My technique for the shader-based dynamic 2D shadows (29)
- April Sample Online! (20)
- 2D Skeletal Animations (20)
- School Projects with XNA (17)
- Mass Effect Dialogue Sample (17)
- Welcome! (14)
- My experience with Toon Boom Studio (12)
- Adding softness to shadows (12)
AddictiveColors: Awesome idea, this screen space solution looks to be quite neat for games with many shadow casting...
meizitang: These healthy weight loss tips that will make it easier to take those first steps towards pursuing...
Adding the Effect files | Project Vanquish: [...] are unfamiliar with HLSL, Microsoft wrote a brilliant guide about programming in HLSL. And,...
Welcome to Project Vanquish! | Project Vanquish: [...] searching in the past regarding XNA and Deferred Rendering. The example that crops up the ...
De leukste filmpjes gratis plaatsen en bekijken.: De leukste filmpjes gratis plaatsen en bekijken.... [...]2D Skeletal Animations[...]...
Tim Stern: Hi Catalin, I discovered a possible mistake in your file Transformation.cs, function public...
louis vuitton: I'm glad I located your post. I would never have created sense of this subject on my own. I're...
consultoria de sistemas: consultoria de sistemas... [...]2D Skeletal Animations[...]...

about 3 years ago
Looks great. Have a good vacation.
about 3 years ago
Funny, looks like my shader. Wrote one 6 months ago (also SMG inspired) but archived it since I had problems creating a cool planet-model for tests.
Will take a look at your shader now
about 3 years ago
The proper name for this is Fresnel Shading, and it’s very nice indeed. Tuned right it can make skin look real, cartoons look hand-drawn and metal look fantastic.
about 3 years ago
It also does nice electron micrograph-like effects, if you set it so that you get just the rim-lighting.
Very nice.
about 2 years ago
hi im mo and i like this RimShader and when i tried to use it on my Game Environment it give me this Error “Object reference not set to an instance of an object.” and im using XNA 2.0 thnx for help.
about 2 years ago
I can’t help you without more information. When does this error get thrown, and on what line if code?
about 2 years ago
Matrix[] bones;
bones = new Matrix[level.Bones.Count];
level.CopyBoneTransformsTo(bones);
foreach (ModelMesh mesh in level.Meshes)
{
foreach (Effect effects in mesh.Effects)
{ effects.Parameters["World"].SetValue(bones[mesh.ParentBone.Index]);
effects.Parameters["View"].SetValue(view);
effects.Parameters["ViewI"].SetValue(Matrix.Invert(view));
effects.Parameters["Projection"].SetValue(Projection);
//customize the effect
effects.Parameters["Rim_Start"].SetValue(0.4f);
effects.Parameters["Rim_End"].SetValue(1.0f);
effects.Parameters["Rim_Multiplier"].SetValue(0.9f);
effects.Parameters["Rim_Color"].SetValue(Color.White.ToVector4());
//Other Variants
////////////////////////////////////////////////////////////////////////////
// Rim_Start || Rim_End || Rim_Multiplier || Rim_Color ||
////////////////////////////////////////////////////////////////////////////
// 0.5f || 0.1f || 0.5f || PeachPuff ||
// 0.4f || 1.0f || 1.6f || Red ||
// 0.4f || 0.5f || -1.4f || White ||
// 0.0f || 1.0f || 0.5f || Chocolate ||
// 0.1f || 0.3f || 0.8f || SlateBlue ||
///////////////////////////////////////////////////////////////////////////
}
mesh.Draw();
}
about 2 years ago
“effects.Parameters[”ViewI”].SetValue(Matrix.Invert(view));” this is line of error
about 2 years ago
Your model probably doesn’t have the effect set on it. So when trying to access the ViewI parameters, which is a parameter of the RimLighting.fx effect, it cannot be found, so it returns a null.
In my sample, I used a ContentProcessor to apply the effect on the models I want to use rim lighting on.
about 2 years ago
you right i Found that But when i use the Model Without Texture just use colors, It gives me Gray Color so any Info. and thnx for help
Regards
about 2 years ago
The shader in the example doesn’t support untextured models.
You would have to modify the shader, and possibly the ContentProcessor
about 2 years ago
thnx 4 help but all what i need is to know how to make a simple light with shader support untextured models and also textured so if u know learning resource that will be great …
about 2 years ago
Try the shader series: http://creators.xna.com/en-US/article/shader_primer