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<?xml-stylesheet type="text/xsl" href="http://xna-uk.net/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>Samples</title><link>http://xna-uk.net/files/folders/samples/default.aspx</link><description /><dc:language>en</dc:language><generator>CommunityServer 2007.1 (Build: 20917.1142)</generator><item><title>Pipeline Processor For Resizing Textures</title><link>http://xna-uk.net/files/folders/samples/entry993.aspx</link><pubDate>Wed, 15 Aug 2007 15:44:32 GMT</pubDate><guid isPermaLink="false">cc259236-b685-459d-9e21-6c78c60b874c:993</guid><dc:creator>leaf</dc:creator><slash:comments>0</slash:comments><description>&lt;p&gt;This is an example content pipeline texture processor that will resize non power of 2 sized textures to the next nearest power of 2 size. For example if you give it a texture of size 70x70 then it will scale the texture to size 128x128. The texture can then be used with mipmaps and/or compressed to a DXT format. Note, it would be better to make sure that your textures are already the right size as scaling them increases texture memory for no improvement in quality. For that reason this processor will output a warning whenever it has to scale a texture.&lt;/p&gt;&lt;p&gt;There are simple derived Model and Material processors provided too so that you can use the resizing texture processor for models that reference textures.&amp;nbsp;&lt;/p&gt;</description><enclosure url="http://xna-uk.net/files/folders/993/download.aspx" length="37623" type="application/zip" /></item><item><title>Texture Atlas Content Pipeline</title><link>http://xna-uk.net/files/folders/samples/entry983.aspx</link><pubDate>Thu, 09 Aug 2007 10:32:42 GMT</pubDate><guid isPermaLink="false">cc259236-b685-459d-9e21-6c78c60b874c:983</guid><dc:creator>leaf</dc:creator><slash:comments>0</slash:comments><description>&lt;p&gt;This sample code shows how to read in the output from &lt;a href="http://developer.nvidia.com/object/nv_texture_tools.html"&gt;Nvidia&amp;#39;s texture atlas tools&lt;/a&gt; and process the files using the content pipeline. This code can be used to combine many textures into one texture sheet, this can be used to help optimize rendering.&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;br /&gt;13th September 2007: This version fixes a bug that duplicated textures, resulting in larger data files and the readability of the code has been much improved by some harsh refactoring.&lt;/p&gt;&lt;p&gt;17th January 2008: Updated to XNA 2.0 &lt;br /&gt;&lt;/p&gt;</description><enclosure url="http://xna-uk.net/files/folders/983/download.aspx" length="138219" type="application/octetstream" /></item><item><title>Fogging Sample</title><link>http://xna-uk.net/files/folders/samples/entry955.aspx</link><pubDate>Wed, 18 Jul 2007 22:23:31 GMT</pubDate><guid isPermaLink="false">cc259236-b685-459d-9e21-6c78c60b874c:955</guid><dc:creator>leaf</dc:creator><slash:comments>1</slash:comments><description>&lt;p&gt;&lt;a href="http://xna-uk.net/blogs/xnagoodies/FogSample.jpg"&gt;&lt;img src="http://xna-uk.net/blogs/xnagoodies/FogSample.jpg" border="0" alt="" /&gt;&lt;/a&gt;&amp;nbsp;&lt;/p&gt;&lt;p&gt;This sample shows a basic implementation of fogging without using the fixed function fogging render states. By avoiding the fixed function render states the fogging will work with Shader Model 3.0 and the Xbox 360.&lt;br /&gt;&lt;br /&gt;Use the gamepad thumbsticks to control the camera, button Y to reset. Use the dpad to edit some of the shader parameters.&lt;br /&gt;&lt;br /&gt;The building model and texture are from the &lt;a href="http://creators.xna.com/Education/StarterKits.aspx"&gt;Microsoft Racing Game starter kit&lt;/a&gt;&lt;/p&gt;&lt;p&gt;Edit: Updated to fix a bug in calculating the camera position.&lt;br /&gt;&amp;nbsp;&lt;/p&gt;</description><enclosure url="http://xna-uk.net/files/folders/955/download.aspx" length="257823" type="application/x-zip" /></item></channel></rss>