Hi there.
I got two issues:
- When i try to load a model by content load, mono says me that it doesn’t appear as mbfx file.
I’m basically trying to make this sample work:
http://xbox.create.msdn.com/en-US/education/catalog/sample/distortion
And i dont’ get how to convert the cylinder.x file
-
I have some shaders (.mgfx) converted from XNA. Some are working quite well, some others mess uo with textures. Like this one:
// Pixel shader combines the bloom image with the original
// scene, using tweakable intensity levels and saturation.
// This is the final step in applying a bloom postprocess.sampler BloomSampler : register(s0);
sampler BaseSampler : register(s1);float BloomIntensity;
float BaseIntensity;float BloomSaturation;
float BaseSaturation;// Helper for modifying the saturation of a color.
float4 AdjustSaturation(float4 color, float saturation)
{
// The constants 0.3, 0.59, and 0.11 are chosen because the
// human eye is more sensitive to green light, and less to blue.
float grey = dot(color, float4(0.3, 0.59, 0.11, 0));return lerp(grey, color, saturation);
}
float4 main(float2 texCoord : TEXCOORD0) : COLOR0
{
// Look up the bloom and original base image colors.
float4 bloom = tex2D(BloomSampler, texCoord);
float4 base = tex2D(BaseSampler, texCoord);// Adjust color saturation and intensity. bloom = AdjustSaturation(bloom, BloomSaturation) * BloomIntensity; base = AdjustSaturation(base, BaseSaturation) * BaseIntensity; // Darken down the base image in areas where there is a lot of bloom, // to prevent things looking excessively burned-out. base *= (1 - saturate(bloom)); // Combine the two images. return base + bloom;
}
technique BloomCombine
{
pass Pass1
{
PixelShader = compile ps_2_0 main();
}
}
I’ trying to make thee Bloom sample to work. There are 2 rendertarget swapping each other, but it shows only the shader (the bloom), not the textures. I read that was a bug in 3.3 but i’m using 3.4 now.
Can you help mee please?