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Basic HLSL Lighting Techniques - Episode 6: Environment Maps - Reflection & Refraction
Basic HLSL Lighting Techniques - Episode 5: Environment Maps - NVIDIA Glass
Merry Xmas
Basic HLSL Lighting Techniques - Episode 4: How to apply Episode 3 shader to another model
Basic HLSL Lighting Techniques - Episode 3: Colour, Glow, Bump and Reflective Texture Maps
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Basic HLSL Lighting Techniques - Episode 6: Environment Maps - Reflection & Refraction
http://www.youtube.com/v/_gSZ8CA2t70 http://www.youtube.com/v/_gSZ8CA2t70 Having played about with the NVIDIA Glass shader and my own (old) attempts at glass I have come up with this post Refraction Refraction is the light passing through an object but...
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Jan 06 2009, 09:43 PM
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Basic HLSL Lighting Techniques - Episode 4: How to apply Episode 3 shader to another model
In this post I am going to show how you can apply the effects from Episode 3 to another model. In this case the LandShark model that also ships with the DirectX SDX. It's not really a HLSL post, but related. The model comes with a diffuse texture...
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Dec 03 2008, 03:47 PM
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Basic HLSL Lighting Techniques - Episode 3: Colour, Glow, Bump and Reflective Texture Maps
http://www.youtube.com/v/XOujFp7ZccA http://www.youtube.com/v/XOujFp7ZccA I guess the next natural step is texturing a model. In this episode I am going to cover basic texturing, then go onto what I call glow maps, then bump mapping and then reflective...
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Nov 24 2008, 01:49 PM
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Basic HLSL Lighting Techniques - Episode 2: Coloured, Specular & Multiple Lights
http://www.youtube.com/v/Dj6V7hwVcPg http://www.youtube.com/v/Dj6V7hwVcPg Coloured Light So the last shader we did had both ambient and diffuse lighting in it. But what if your light is coloured and has a varying brightness? All we have to do is add two...
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Nov 12 2008, 10:34 PM
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Basic HLSL Lighting Techniques - Episode 1: Ambient and Diffuse
http://www.youtube.com/v/2n7_hXgoQdE http://www.youtube.com/v/2n7_hXgoQdE All my HLSL and lighting knowledge has come pretty much from one book Programming Vertex and Pixel Shaders by Wolfgang Engel , which I insist you should buy if you are getting into...
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Nov 11 2008, 11:09 AM
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Volumetric Clouds - Source
Now, I said I wanted to get the editor written up before I posted the basic system, but I have had so many requests for it I thought I may as well get the base up and I can build on it as the system evolves. Before I get into the code, I'll explain...
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Oct 02 2008, 11:58 AM
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ReMix 08 - Demo Source Code
Some of you that have come to this blog after going to the ReMix 08 conference are probably wondering, "Where is that source code Paul said would be here!?" Well, most of it is here, it's just smashed across a lot of posts. But, it's...
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Sep 29 2008, 04:19 PM
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Generic XNA - 3D Fire Sample
Hope the music is acceptable this time... http://www.youtube.com/v/y-txtVQ7rUU http://www.youtube.com/v/y-txtVQ7rUU Sorry about the quality of the clip, it was a 20MB clip, but I think youtube has crunched it up adn so it has lost some quality.... OK...
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May 09 2008, 08:42 PM
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Nemo Krad
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SkyBox Shader Fix
I have found my skybox shader has a bug in it, the shader displays the cubemap as a reflection, the following shader code will give a better result. So, if you have used my skybox sample then replace the shader with this code: Texture surfaceTexture;...
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May 09 2008, 08:18 PM
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Nemo Krad
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3D Billboard Particles Tutorial VI
http://www.youtube.com/v/tnsSfwGfM3U http://www.youtube.com/v/tnsSfwGfM3U So, we have seen PointSprite particles in 3D, but what about billboarding?? You may be asking at this point, what is billboarding and why would I want to use it when I already have...
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Apr 01 2008, 11:17 AM
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Nemo Krad
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