Occlusion query sample |
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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 this GameDev article. 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.
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Normal Mapping Sample |
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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.
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Simple Blur Sample |
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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.
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Simple Bloom Sample |
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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.
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Shadow Volumes on the CPU (fixed function, zpass) |
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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. Check out GameDev for more information on shadow volumes.
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Physics Sample using ODE |
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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.
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Projective texturing sample |
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A medium-sized sample showing how to set up projected textures and dithered shadow mapping from a spot light.
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Occlusion query sample
Projective texturing sample