![]() ![]() Today I will cover XNA and HLSL, as well as a simple ambient lighting algorithm. It will cover the basics around HLSL, how the HLSL language works and some keywords that is worth knowing about. The theory part will not be very detailed, but should be enough for you to get started with Shaders and be able to experiment for yourself. I will start with some basic theory, and then move over to a more practical approach to shader programming. The XNA Shader Programming series will cover many different aspects of XNA, and how to write HLSL shaders using XNA and your GPU. We usually participate in various competitions regarding graphics/game development, at The Gathering, Assembly, Solskogen, Dream-Build-Play, NGA and so on. ![]() My name is Petri Wilhelmsen and is a member of Dark Codex Studios. If you know both XNA 3.0 and XNA 4.0, it should be no problem for you to understand the shaders from the other series if you want to move on faster than I can update the old ones. Note: This series is an update to the previous XNA Shader Programming series I have written for XNA 3.0. So, you want to learn the magic that puts the gold into modern games? ![]()
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