OK, checking this in, tidies the code up a bit and fixed a few tangent calcs in my primatives
Hope you find it useful
N.B. Not added point light shadows yet…
OK, checking this in, tidies the code up a bit and fixed a few tangent calcs in my primatives
Hope you find it useful
N.B. Not added point light shadows yet…
So, was thinking about cross hatch shaders the other day and this morning found this articles for use with Unity, so just ported it to my samples repo
I think I am going to take my material framework from my engine and put it in the samples so it makes doing this sort of stuff a little easier… may end up restructuring the samples all together lol
After reading @willmotil’s post here, I thought I might migrate a RTSP library I wrote to MonoGame, I guess you can do what you like with it, you may want to optomize the way I am loading the Texture2D, seems a little cumbersome, was easier in Unity, I could do a RawLoad from the IntPrt
Updated the RTSP streamer code as I found it had a memory leek in the unsafe bit. Hoping I fixed it anyway
FYI,
Last night I added a FXAA post process to my Post Processing samples. The shader has been ported from a Unity tutorial I found here.
It’s not the final shader, it will need optomizing and Ill break it down in a tutorial at some point.
I have opened up one of the first Patron MonoGame tutorials I wrote last month to none Patrons. I may do this with other comunity posts as they age.
Happy to say I now have it working in my sample code base, and ill be commiting it to the repo, here, later today
That is a nice one
OK, just updated the samples to work with MG 3.8. I have just added the existing source to the 3.8 projects as links, but all other samples going forward will be for 3.8 only.
As a recap of what’s in here:-
Samples created based on community questions here:
SpriteBatch flags.
Image displacement
Mesh rendering
AA Rectangle collision
Key frame sprite animation
Terrain Examples:-
Basic terrain
Geo Clip mapping
Ports of my Old XNA posts
Basic water
3D and old scehool fire
My light and shade series
Other sand box samples:-
2D Crepuscular (god) rays
Deferred ligjting with shadow maps
A full post processing framework
Ray picking
Clouds
So, a fair bit in there really, hope you guys find it useful
All the MG 3.8+ code has a post fix of Core…