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This project contains a selfcontained version of the SDK SampleFramework timer in the Timer.cs file, which you can add to your own projects out of the box. Check out the Form1.cs file for the code needed to retrieve the time from the timer. » Download this resource |
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Clipping planes can be used to limit (clip) rendering to a certain potion of your (world) space by setting up planes that define those limitations. For the fixed function pipeline this works rather straightforward, but for the programmable pipeline (HLSL) it's a bit more complicated. This snippet shows how to set this up. » View this resource |
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A code snippet with some explaination on how to use cullmode sorting to correctly render transparent mesh subsets in a back-to-front order. » View this resource |
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A quick code snippet on setting up the fixed function pipeline to render in grayscale » View this resource |
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Using effect handles to set parameters on your effects can drastically improve the performance of your application. This snippet provides a 'proxy' class that allows you to use these effect handles while you can still reference parameters by their string name. » View this resource |
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A mesh object can be used to hold all geometric data of a game object. The original SDK documentation already shows how to create a mesh with a single subset, but for defining multiple subsets (or attribute ranges) some more work is needed. This little snippet shows how to programatically set up a simple cube with two subsets. » View this resource |
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