I\'m new a HLSL and I\'m trying to understand a pixelate sample. However, I haven\'t been able to find a reference about how a couple of operations are. Here is the shader example:
I\'m developing for the XBOX 360, and I use the pow() intrinsic in some lighting calculations. 6-8 years ago 开发者_开发问答it used to be common to use a 1D lookup texture to approximate pow(). Does
I\'ve taken on quite a daunting challenge for myself. In my XNA game, I want to implement Blargg\'s NTSC filter. This is a C library that transforms a bitmap to make it look like it was output on a CR
I\'m writing a shader that make a blur effect on a texture rendered form the scene. I need to do that in 2 passe, so with the pass P0 i make a horizontal blur, and in pass P1 the vertical one.
i am currently programming deffered rendering system for my XNA 4 project, mostly following The Cansin tutorial. however, he claims that creating directional light that cast dynamic shadow is impossib
I\'m in the process of writing my first few shaders, usually writing a shader to accomplish features as I realize that the main XNA library doesn\'t support them.
i am getting this error Shader uses texture addressing operations in a dependency chain that is too complex for the target shader model (ps_2_0) to handle.
I have this strange problem with the sampler in the pixel shaders. When I sample from a sampler into an empty float4 variable I always get black/transparent color back. So if I use this I get a black
Say you ask directX to send in vertex data from multiple vertex buffers like so: immediateContext->IASetVertexBuffers( 0, 3, bufferArray, &vertexStride, 0 );
it seems that in HLSL i can but dont have t开发者_JAVA技巧o provide the uniform keyword for variables which come from the application. right?