This is where the mesh orientation is set, as wellįoreach (ModelMeshPart part in mesh.MeshParts) A model can have multiple meshes, so loop.įoreach (ModelMesh mesh in myModel.Meshes) MyModel.CopyAbsoluteBoneTransformsTo(transforms) GraphicsDevice.Clear(Color.CornflowerBlue) Use Immediate mode and our effect to draw the scene Pixel Shader 3.0 (DX 9.0c) ATI Radeon X1300-X1950, nVidiaGeForce 6 et 7, Intel GMA X3000 series Pixel Shader 4.0 (DX 10) ATI Radeon X2400-X2900, nVidia GeForce 8 et 9 and GT200, Intel GMA X3100, X3500, X4500 series Pixel Shader 4.1 (DX 10.1) ATI Radeon HD 3000-4000 series and Nvidia GT 300, GT 220, GT 240 series. WaldramEffect.CurrentTechnique = waldramEffect.Techniques Change back to the back buffer, and get our scene GraphicsDevice.SetRenderTarget(ShaderRenderTarget) Change to our offscreen render target. GraphicsDevice.Textures = ShaderRenderTarget #PIXEL SHADER 4.0 DOWNLOAD WINDOWS 7 CODE#This is the code that is in Draw() method, but I can not see why no change is applied to the model protected override void Draw(GameTime gameTime) How can I pass these variables to shader? So I thought Pixel Shader might be the solution:ģ.and then draw the model by through the shaderīut inside the shader I need to access the Texture2D which has been just captured and also the lookup table to read the mapped pixel position. But this has reduced the performance due to the effect of RenderTarget2D.GetColor method. So what I have done is to capturing a frame by RenderTarget2D and going through each pixel and set the new position of each pixel in a new bitmap array. I want to capture each frame and change the position of each pixel according to a lookup table.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |