XNA Morphing Meshes Tutorial

Blargh I finally got around to finishing writing this, it’s lighter than I expected but it delivers none the less.

The Documentation

The Source Code

I hope you enjoy. Now I wonder what I should do for the next tutorial? Maybe either Deferred Rendering or using FBX or maybe Soft Particles? Let me know what you think! I’ll update the blog more now that I’m almost out of exams.

 

3 Responses to “XNA Morphing Meshes Tutorial”

  1. 11:55 pm on November 11 2010, Christian said:

    Hello,

    Nice sample.

    I think a nice Deferred Rendering sample, with lots of documentation would be cool. A lot of time has passed since Catalin’s tutorial, we have a new XNA version, so that without much work the tutorial won’t work anymore.

    Also I would like to see a complete renderer, that does not only handle point lights, but also volumetric lights. That features shadows, anti aliasing and well maybe SSAO.

    It would be cool if you could write a series of tutorials, addressing a few or all of those problems.

  2. 3:43 pm on November 13 2010, TheCansin said:

    Deffered Rendering isn’t too difficult so I’ll make a full tute on that.
    Instead of SSAO I may produce a tutorial on HDAO if I can port it to sm3 level shaders, straight SSAO is really dated by now so I think that’d be better.
    Volumetric lights though? I’m not sure XNA is too good for that, IIRC it requires slice based rendering or something; I’ll look into it.
    Anti-Aliasing for Deffered Renderer in d3d9(XNA being pretty much a port of d3d9) though? I’ll look into it but I don’t think I’ll come up with any decent results; if I do then I’ll most definitely post.

  3. 6:10 pm on November 22 2010, Windows Client Developer Roundup 049 for 11/22/2010 - Pete Brown's 10rem.net said:

    [...] XNA Morphing Meshes Tutorial (The Cansian) [...]

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