XNA Tutorials, Samples and Thoughts
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- Small pre-pre-beta shadow mapping lirary (37)
- Working on shadows… (34)
- My technique for the shader-based dynamic 2D shadows (34)
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recovery act internet,broadband recovery act: recovery act internet,broadband recovery act... [...]2D Skeletal Animations[...]...
gennicknyt: I think it's good idea to do it
entrada del sabio: entrada del sabio... [...]2D Skeletal Animations[...]...
загрузки: загрузки... [...]2D Skeletal Animations[...]...
Exercises To Lose Man Breasts Fast: Exercises To Lose Man Breasts Fast... [...]2D Skeletal Animations[...]...
I hate shadows! | Void Star: [...] follow Catalin‘s crazy idea without trying to understand [...]
Steve Lillis: Hi Catalin, First of all; thank you! This is the only solution I have seen of such elegance made...
Hieronimus.le@hotmail.com: thanks, i've been looking at it, and it has some interesting things. Your solution is more...

about 1 year ago
Hello Catalin !
Which version of XNA framework did you used ? I think it’s version 4.
Is it possible to convert this project into 3.1 version ? I tried but some method have seriously changed between 3.1 and 4 (like RenderTarget2D)
about 1 year ago
I’m having a really hard time trying to conert it to 3.1 too. Does anyone have a hint or an idea?
about 1 year ago
The problem im getting is is not needing Framework 4.0 but rather this is a Windows Phone App so your gonna need the “Microsoft Visual Studio 2010 Express for Windows Phone” application, but from there the problems multiply for me I wish had the time to sort out all the issues but looks like this was created with special build requirements. If you have time Catalin it would be nice to see your example..hope this helps!
about 1 year ago
I too had trouble loading it. In the end I made a new project file and simply added all the files into that and it worked fine. Amazing lateral thinking Catalin.
about 1 year ago
Hello Catalin,
I was attempting to implement your technique within my own project using my own map, where I came across an issue such that it isn’t displaying the shadows being cast. It displays the overlay with a spotlight in the proper light location, but that is it. Do I have to create a separate shadow mapped image that contains transparency and black pixels for the shadows to be displayed properly, where that is called within the DrawCasters function?
Thanks for any assistance.
about 11 months ago
Thanks for the example! Looks good, but how would I go about getting my objects to receive shadows as well? For example, the ‘XNA’ should be visible but the cat at the top should be completely hidden from the Red light.
about 10 months ago
Hi,
is it possible to use a texture as light instead of the round light ball? A light beam from a flashlight for example.
about 5 months ago
Great tutorial! Am going to use this in my game.
Just wondering whether anyone could help me out if I were to be doing a Matric transformation on the sprite batch? (2D Camera)