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New blog post, next Maze article

Last post 7/1/2009 8:09 AM by PhilTaylor. 0 replies.
  • 7/1/2009 8:09 AM

    New blog post, next Maze article

    I fix 2 bugs:
    Skinned Character device objects during DestroyDevice/Multi-monitor events
    Navigation code during DestroyDevice/Multi-monitor events

    And add 6 features:
    Multiple “levels” of 256 textures each, 64m of texture per level
    Replacement textures for randomly selected cells, simulating advertisements
    Alpha-blend the roof rendering to give the feel of an expanded world
    Tessellating the maze quads
    Generating “half height” quads so the entire maze grid is visible
    Loading the maze dimensions from a file, so its not hardcoded

    See it on http://www.futuregpu.org/

    http://www.futuregpu.net ex-Aces Lead PM/ex DX SDK PM/ex D3D Evangelist now LRB Launch Native Title Wrangler
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