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The Sun as a Post Process

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http://www.youtube.com/v/DrhF2Bp-95I <p><a href="http://www.youtube.com/v/DrhF2Bp-95I">http://www.youtube.com/v/DrhF2Bp-95I</a></p>

I have been helping out some friends creating a deferred sample for them to play with in there project, it has also given me the opportunity to take the code out of the engine and start to get it ready for a blog post.

The sun, which is a new post process in the framework was inspired by the guys I have been helping out, and again, I could not have come up with it without there hints and tips :)

The first post will be on how the deferred lighting is done, next will be the instancing with the deferred lighting and then the post processing system. And all in XNA 4.0 (once it's released), can't wait to write it up!!

As ever I am standing on the shoulders of giants.

Hope you like the clip :)


Posted Fri, Apr 2 2010 11:12 PM by Charles Humphrey

Comments

Pete wrote re: The Sun as a Post Process
on Sat, Apr 3 2010 9:08 PM

Great!

> "And all in XNA 4.0 (once it's released)"

How have you solved the lack of depthbuffer sahring among different rendertarget buckets?

connect.microsoft.com/.../xna-gs-4-x-allow-sharing-a-depth-buffer-among-render-target-switches

Charles Humphrey wrote re: The Sun as a Post Process
on Sun, Apr 4 2010 2:38 PM

I am hoping it only applies to the Reach profile...

We will see when I do the port :P Thanks for the heads up though :D

Default_Ex wrote re: The Sun as a Post Process
on Tue, Apr 27 2010 5:51 AM

From what I read on Shawn's blog the DepthStencilBuffer is associated with a group of render targets in XNA 4.0, however from the description of the process it sounds like it just might resolve the depth buffer once render targets are peeled up.