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This sample gives a quick overview of how to perform geometry occlusion queries in MDX. For more information on occlusion queries, please refer to . The sample only performs the query on a single object using a Render to Texture pass to show how it can be done, you'll have to implement the actual culling yourself. » Download this resource |
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This sample just shows how normal maps can be used to give illusionary depth to flat surfaces such as this box. » Download this resource |
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A Sample showing a simple blur effect that can be utilized with render to texture techniques to blur a whole scene or parts of it. » Download this resource |
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A Sample showing the how to create a bloom effect that can be utilized with the render to texture technique to add the effect to whole scenes or parts of it. » Download this resource |
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This sample project shows how to construct a shadow volume from a mesh for the ZPass shadow volume rendering technique. This approach is probably the simplest you can get, but it demonstrates the basics of the technique and it will even run on an ATI Radeon Mobility 9000. for more information on shadow volumes. » Download this resource |
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This sample demonstrates how to implement general rigid body physics and various contructs such as joints, springs and liquids. The demo is implemented in 2D, but the concepts translate well to 3D environments. » Download this resource |
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Now what is a game without physics? How cool are these physics demos. This sample shows how to use ODE.NET to accomplish simple phyiscs. » Download this resource |
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