XNA Creators Club Online
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New blog post, next Maze article

Last post 7/14/2009 10:05 PM by sapro. 1 replies.
  • 7/2/2009 1:41 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/

    Both D3D9 and D3D10 implementations are contained.

    http://www.futuregpu.net ex-Aces Lead PM/ex DX SDK PM/ex D3D Evangelist now LRB Launch Native Title Wrangler
  • 7/14/2009 10:05 PM In reply to

    Re: New blog post, next Maze article

    i have been following your articles for quite some time now, helped me a lot. awsome job really :)
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