<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-243192132857040124</id><updated>2012-02-16T21:08:34.483Z</updated><title type='text'>NGD Software - Next Gen Development</title><subtitle type='html'>PC, Xbox360 and Playstation3 game design and coding.&lt;br&gt;
Tomorrow's gaming  - TODAY!</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://dugdiamond.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/243192132857040124/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://dugdiamond.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>Darren "Dug Diamond" Davies</name><uri>http://www.blogger.com/profile/03611071974699205878</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>6</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-243192132857040124.post-2673195242088317898</id><published>2010-01-29T22:45:00.003Z</published><updated>2010-01-29T22:49:07.065Z</updated><title type='text'>Dynamic Cube Mapping - Part 3</title><content type='html'>In this example we will take the processes and clean them up.&lt;br /&gt;&lt;br /&gt;Most math is now handled by the GPU, and a few extras have been added, which include HDR, Blur and Tone-Mapping.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://3.bp.blogspot.com/_nCKaHq6ojp8/S2NlP2wKW4I/AAAAAAAAACQ/-UoC2sJ79Mg/s1600-h/reflect3.jpg"&gt;&lt;img style="TEXT-ALIGN: center; MARGIN: 0px auto 10px; WIDTH: 320px; DISPLAY: block; HEIGHT: 238px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5432296898608913282" border="0" alt="" src="http://3.bp.blogspot.com/_nCKaHq6ojp8/S2NlP2wKW4I/AAAAAAAAACQ/-UoC2sJ79Mg/s320/reflect3.jpg" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://homepage.ntlworld.com/dugdiamond/binaries/DCM_HDR.rar"&gt;XNA3.1 PROJECT DOWNLOAD&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/243192132857040124-2673195242088317898?l=dugdiamond.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dugdiamond.blogspot.com/feeds/2673195242088317898/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://dugdiamond.blogspot.com/2010/01/dynamic-cube-mapping-part-3.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/243192132857040124/posts/default/2673195242088317898'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/243192132857040124/posts/default/2673195242088317898'/><link rel='alternate' type='text/html' href='http://dugdiamond.blogspot.com/2010/01/dynamic-cube-mapping-part-3.html' title='Dynamic Cube Mapping - Part 3'/><author><name>Darren "Dug Diamond" Davies</name><uri>http://www.blogger.com/profile/03611071974699205878</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_nCKaHq6ojp8/S2NlP2wKW4I/AAAAAAAAACQ/-UoC2sJ79Mg/s72-c/reflect3.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-243192132857040124.post-6474327024751297782</id><published>2010-01-16T23:05:00.003Z</published><updated>2010-01-16T23:10:56.048Z</updated><title type='text'>Dynamic Cube Mapping in XNA - Part 2</title><content type='html'>okay guys. Here goes...&lt;br /&gt;&lt;br /&gt;I thought I would save everyone some hassle and deliver you the WHOLE code needed to create Dynamic Environment Maps. The code produces a result as below:&lt;br /&gt;&lt;br /&gt;&lt;img style="TEXT-ALIGN: center; MARGIN: 0px auto 10px; WIDTH: 320px; DISPLAY: block; HEIGHT: 249px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5427478083620742546" border="0" alt="" src="http://2.bp.blogspot.com/_nCKaHq6ojp8/S1JGj6BupZI/AAAAAAAAACI/nCsqXNPbGLI/s320/DCM_BMW.jpg" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;The FX file used is a simple Reflection.fx effect. The secret is the manipulation of the 6 reflections rendered to RenderTargetCube.faces.&lt;br /&gt;&lt;br /&gt;Cubemaps are generated from inside the virtual cube, so looking at these images from the outside of the cube-mesh creates unwanted results, as the UV's and normals are flipped.&lt;br /&gt;&lt;br /&gt;It is just like turning your socks inside out !&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://homepage.ntlworld.com/dugdiamond/binaries/DCM_BMW.rar"&gt;XNA3.1 PROJECT DOWNLOAD&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;The regenerated cube-maps will work with any shader.&lt;br /&gt;&lt;br /&gt;It would also be very easy to use these 'corrected' maps and blur/filter them to create ambience maps with very little overheads.&lt;br /&gt;&lt;br /&gt;Included in the archive are various other shaders that you are free to use.&lt;br /&gt;&lt;br /&gt;An XboxPC controller is required to rotate the scene objects. L_Stick for orbiters and R_Stick for the BMW  car.&lt;br /&gt;&lt;br /&gt;Enjoy!&lt;br /&gt;&lt;br /&gt;Any questions?&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/243192132857040124-6474327024751297782?l=dugdiamond.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dugdiamond.blogspot.com/feeds/6474327024751297782/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://dugdiamond.blogspot.com/2010/01/dynamic-cube-mapping-in-xna-part-2.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/243192132857040124/posts/default/6474327024751297782'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/243192132857040124/posts/default/6474327024751297782'/><link rel='alternate' type='text/html' href='http://dugdiamond.blogspot.com/2010/01/dynamic-cube-mapping-in-xna-part-2.html' title='Dynamic Cube Mapping in XNA - Part 2'/><author><name>Darren "Dug Diamond" Davies</name><uri>http://www.blogger.com/profile/03611071974699205878</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_nCKaHq6ojp8/S1JGj6BupZI/AAAAAAAAACI/nCsqXNPbGLI/s72-c/DCM_BMW.jpg' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-243192132857040124.post-3157888246542641968</id><published>2010-01-04T17:56:00.004Z</published><updated>2010-01-05T03:08:09.259Z</updated><title type='text'>Uber Shader</title><content type='html'>Here is my Uber Shader that i wrote, and promised to share with the XNA/Sunburn Community.&lt;br /&gt;&lt;br /&gt;Capabilities:&lt;br /&gt;&lt;br /&gt;&lt;li&gt;Blinn&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Phong&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Oren-Nayar (Blinn + Phong)&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Anisotropic&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Single BDRF&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Dual BDRF&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Translusency/Sub-Surface Diffuse&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Fresnel Reflection&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Fresnel Color&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Simple Reflection&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Glow/Self Illumination&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Offset Mapping&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Parallax Occlusion Mapping&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Micro-Normal Texturing&lt;/li&gt;&lt;br /&gt;&lt;br /&gt;Techniques:&lt;br /&gt;&lt;br /&gt;&lt;li&gt;OneLight&lt;/li&gt;&lt;br /&gt;&lt;li&gt;OneLightAlpha2Sided&lt;/li&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://homepage.ntlworld.com/dugdiamond/binaries/allInOne_FX_Shader.rar"&gt;allInOne_FX_Shader&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Enjoy&lt;br /&gt;&lt;br /&gt;All I ask is, if you use it in a commercial game, please tell me and give me a mention in your credits. Thanks&lt;br /&gt;&lt;br /&gt;:-)&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/243192132857040124-3157888246542641968?l=dugdiamond.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dugdiamond.blogspot.com/feeds/3157888246542641968/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://dugdiamond.blogspot.com/2010/01/uber-shader.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/243192132857040124/posts/default/3157888246542641968'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/243192132857040124/posts/default/3157888246542641968'/><link rel='alternate' type='text/html' href='http://dugdiamond.blogspot.com/2010/01/uber-shader.html' title='Uber Shader'/><author><name>Darren "Dug Diamond" Davies</name><uri>http://www.blogger.com/profile/03611071974699205878</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-243192132857040124.post-1570267349533268390</id><published>2010-01-03T07:08:00.003Z</published><updated>2010-01-05T02:49:26.524Z</updated><title type='text'>Dynamic Cube Mapping Video</title><content type='html'>&lt;object width="320" height="266" class="BLOG_video_class" id="BLOG_video-c37da369552fc11f" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"&gt;&lt;param name="movie" value="http://www.youtube.com/get_player"&gt;&lt;param name="bgcolor" value="#FFFFFF"&gt;&lt;param name="allowfullscreen" value="true"&gt;&lt;param name="flashvars" value="flvurl=http://v1.nonxt3.googlevideo.com/videoplayback?id%3Dc37da369552fc11f%26itag%3D5%26app%3Dblogger%26ip%3D0.0.0.0%26ipbits%3D0%26expire%3D1331584140%26sparams%3Did,itag,ip,ipbits,expire%26signature%3D827E2F002FD6987AFA388169080423A1D953BAE3.3E33DFD0874F6BD72A6018E86D35F20EA6B98C5B%26key%3Dck1&amp;amp;iurl=http://video.google.com/ThumbnailServer2?app%3Dblogger%26contentid%3Dc37da369552fc11f%26offsetms%3D5000%26itag%3Dw160%26sigh%3D4LeFT2ueW6O4QXS_ulU41RtmVcA&amp;amp;autoplay=0&amp;amp;ps=blogger"&gt;&lt;embed src="http://www.youtube.com/get_player" type="application/x-shockwave-flash"width="320" height="266" bgcolor="#FFFFFF"flashvars="flvurl=http://v1.nonxt3.googlevideo.com/videoplayback?id%3Dc37da369552fc11f%26itag%3D5%26app%3Dblogger%26ip%3D0.0.0.0%26ipbits%3D0%26expire%3D1331584140%26sparams%3Did,itag,ip,ipbits,expire%26signature%3D827E2F002FD6987AFA388169080423A1D953BAE3.3E33DFD0874F6BD72A6018E86D35F20EA6B98C5B%26key%3Dck1&amp;iurl=http://video.google.com/ThumbnailServer2?app%3Dblogger%26contentid%3Dc37da369552fc11f%26offsetms%3D5000%26itag%3Dw160%26sigh%3D4LeFT2ueW6O4QXS_ulU41RtmVcA&amp;autoplay=0&amp;ps=blogger"allowFullScreen="true" /&gt;&lt;/object&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/243192132857040124-1570267349533268390?l=dugdiamond.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dugdiamond.blogspot.com/feeds/1570267349533268390/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://dugdiamond.blogspot.com/2010/01/blog-post.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/243192132857040124/posts/default/1570267349533268390'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/243192132857040124/posts/default/1570267349533268390'/><link rel='alternate' type='text/html' href='http://dugdiamond.blogspot.com/2010/01/blog-post.html' title='Dynamic Cube Mapping Video'/><author><name>Darren "Dug Diamond" Davies</name><uri>http://www.blogger.com/profile/03611071974699205878</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-243192132857040124.post-102493226349722004</id><published>2010-01-03T05:55:00.002Z</published><updated>2010-01-03T06:10:54.487Z</updated><title type='text'>Dynamic Cube Mapping in XNA</title><content type='html'>RenderTargetCube RefCubeMap;&lt;br /&gt;TextureCube EnvironmentMap;&lt;br /&gt;&lt;br /&gt;...&lt;br /&gt;&lt;br /&gt;protected override void Draw(GameTime gameTime)&lt;br /&gt;{&lt;br /&gt; GraphicsDevice.Clear(Color.CornflowerBlue);&lt;br /&gt;&lt;br /&gt; // TODO: perform AI and physics etc...&lt;br /&gt; // TODO: draw sky&lt;br /&gt; // TODO: draw all solids (except PLAYER) with FAKE envCubeMap&lt;br /&gt; // TODO: draw all transparencies (except PLAYER) with FAKE envCubeMap&lt;br /&gt; // TODO: draw all shadows (except PLAYER) with FAKE envCubeMap&lt;br /&gt;&lt;br /&gt; DrawEnvironmentMap();&lt;br /&gt;&lt;br /&gt; // TODO: draw everything (including PLAYER) solids ONLY with REAL envCubeMap&lt;br /&gt; DrawSky();&lt;br /&gt; DrawObjectsInWorld();&lt;br /&gt; DrawPlayer();&lt;br /&gt; // TODO: draw everything (including PLAYER) transparencies ONLY with REAL envCubeMap&lt;br /&gt; // TODO: draw everything (including PLAYER) shadows ONLY with REAL envCubeMap&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;//dynamic cubemap routine&lt;br /&gt;public void DrawEnvironmentMap()&lt;br /&gt;{&lt;br /&gt; graphics.GraphicsDevice.SetRenderTarget(0, null);&lt;br /&gt;&lt;br /&gt; viewMatrix = Matrix.CreateLookAt(Vector3.Zero, Vector3.Left, Vector3.Up);&lt;br /&gt; effect.Parameters["matWorldViewProj"].SetValue(worldMatrix * viewMatrix * projMatrix);&lt;br /&gt; this.GraphicsDevice.SetRenderTarget(0, RefCubeMap, CubeMapFace.NegativeX);&lt;br /&gt; this.GraphicsDevice.Clear(Color.White);&lt;br /&gt;&lt;br /&gt; // draw sky&lt;br /&gt; // draw everything solids (except PLAYER) with a FAKE/static envCubeMap&lt;br /&gt; // draw everything transparencies (except PLAYER) with a FAKE/static envCubeMap&lt;br /&gt; // draw everything shadows (except PLAYER) with a FAKE/static envCubeMap&lt;br /&gt; DrawSky();&lt;br /&gt; DrawObjectsInWorld();&lt;br /&gt; graphics.GraphicsDevice.SetRenderTarget(0, null);&lt;br /&gt;&lt;br /&gt; viewMatrix = Matrix.CreateLookAt(Vector3.Zero, Vector3.Down, Vector3.Forward);&lt;br /&gt; effect.Parameters["matWorldViewProj"].SetValue(worldMatrix * viewMatrix * projMatrix);&lt;br /&gt; this.GraphicsDevice.SetRenderTarget(0, RefCubeMap, CubeMapFace.NegativeY);&lt;br /&gt; this.GraphicsDevice.Clear(Color.White);&lt;br /&gt;&lt;br /&gt; // draw sky&lt;br /&gt; // draw everything solids (except PLAYER) with a FAKE/static envCubeMap&lt;br /&gt; // draw everything transparencies (except PLAYER) with a FAKE/static envCubeMap&lt;br /&gt; // draw everything shadows (except PLAYER) with a FAKE/static envCubeMap&lt;br /&gt; DrawSky();&lt;br /&gt; DrawObjectsInWorld();&lt;br /&gt; graphics.GraphicsDevice.SetRenderTarget(0, null);&lt;br /&gt;&lt;br /&gt; viewMatrix = Matrix.CreateLookAt(Vector3.Zero, Vector3.Backward, Vector3.Up);&lt;br /&gt; effect.Parameters["matWorldViewProj"].SetValue(worldMatrix * viewMatrix * projMatrix);&lt;br /&gt; this.GraphicsDevice.SetRenderTarget(0, RefCubeMap, CubeMapFace.NegativeZ);&lt;br /&gt; this.GraphicsDevice.Clear(Color.White);&lt;br /&gt;&lt;br /&gt; // draw sky&lt;br /&gt; // draw everything solids (except PLAYER) with a FAKE/static envCubeMap&lt;br /&gt; // draw everything transparencies (except PLAYER) with a FAKE/static envCubeMap&lt;br /&gt; // draw everything shadows (except PLAYER) with a FAKE/static envCubeMap&lt;br /&gt; DrawSky();&lt;br /&gt; DrawObjectsInWorld();&lt;br /&gt; graphics.GraphicsDevice.SetRenderTarget(0, null);&lt;br /&gt;&lt;br /&gt; viewMatrix = Matrix.CreateLookAt(Vector3.Zero, Vector3.Right, Vector3.Up);&lt;br /&gt; effect.Parameters["matWorldViewProj"].SetValue(worldMatrix * viewMatrix * projMatrix);&lt;br /&gt; this.GraphicsDevice.SetRenderTarget(0, RefCubeMap, CubeMapFace.PositiveX);&lt;br /&gt; this.GraphicsDevice.Clear(Color.White);&lt;br /&gt;&lt;br /&gt; // draw sky&lt;br /&gt; // draw everything solids (except PLAYER) with a FAKE/static envCubeMap&lt;br /&gt; // draw everything transparencies (except PLAYER) with a FAKE/static envCubeMap&lt;br /&gt; // draw everything shadows (except PLAYER) with a FAKE/static envCubeMap&lt;br /&gt; DrawSky();&lt;br /&gt; DrawObjectsInWorld();&lt;br /&gt; graphics.GraphicsDevice.SetRenderTarget(0, null);&lt;br /&gt;&lt;br /&gt; viewMatrix = Matrix.CreateLookAt(Vector3.Zero, Vector3.Up, Vector3.Backward);&lt;br /&gt; effect.Parameters["matWorldViewProj"].SetValue(worldMatrix * viewMatrix * projMatrix);&lt;br /&gt; this.GraphicsDevice.SetRenderTarget(0, RefCubeMap, CubeMapFace.PositiveY);&lt;br /&gt; this.GraphicsDevice.Clear(Color.White);&lt;br /&gt;&lt;br /&gt; // draw sky&lt;br /&gt; // draw everything solids (except PLAYER) with a FAKE/static envCubeMap&lt;br /&gt; // draw everything transparencies (except PLAYER) with a FAKE/static envCubeMap&lt;br /&gt; // draw everything shadows (except PLAYER) with a FAKE/static envCubeMap&lt;br /&gt; DrawSky();&lt;br /&gt; DrawObjectsInWorld();&lt;br /&gt; graphics.GraphicsDevice.SetRenderTarget(0, null);&lt;br /&gt;&lt;br /&gt; viewMatrix = Matrix.CreateLookAt(Vector3.Zero, Vector3.Forward, Vector3.Up);&lt;br /&gt; effect.Parameters["matWorldViewProj"].SetValue(worldMatrix * viewMatrix * projMatrix);&lt;br /&gt; this.GraphicsDevice.SetRenderTarget(0, RefCubeMap, CubeMapFace.PositiveZ);&lt;br /&gt; this.GraphicsDevice.Clear(Color.White);&lt;br /&gt;&lt;br /&gt; // draw sky&lt;br /&gt; // draw everything solids (except PLAYER) with a FAKE/static envCubeMap&lt;br /&gt; // draw everything transparencies (except PLAYER) with a FAKE/static envCubeMap&lt;br /&gt; // draw everything shadows (except PLAYER) with a FAKE/static envCubeMap&lt;br /&gt; DrawSky();&lt;br /&gt; DrawObjectsInWorld();&lt;br /&gt; graphics.GraphicsDevice.SetRenderTarget(0, null);&lt;br /&gt;&lt;br /&gt; this.EnvironmentMap = RefCubeMap.GetTexture();&lt;br /&gt;&lt;br /&gt; // restore our matrix after changing during the cube map rendering&lt;br /&gt; viewMatrix = Matrix.CreateLookAt(new Vector3(x, y, 80), Vector3.Zero, Vector3.Up);&lt;br /&gt; effect.Parameters["matWorldViewProj"].SetValue(worldMatrix * viewMatrix * projMatrix);&lt;br /&gt;&lt;br /&gt; // reset buffer&lt;br /&gt; graphics.GraphicsDevice.RenderState.DepthBufferEnable = true;&lt;br /&gt;&lt;br /&gt;}&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/243192132857040124-102493226349722004?l=dugdiamond.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dugdiamond.blogspot.com/feeds/102493226349722004/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://dugdiamond.blogspot.com/2010/01/dynamic-cube-mapping-in-xna.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/243192132857040124/posts/default/102493226349722004'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/243192132857040124/posts/default/102493226349722004'/><link rel='alternate' type='text/html' href='http://dugdiamond.blogspot.com/2010/01/dynamic-cube-mapping-in-xna.html' title='Dynamic Cube Mapping in XNA'/><author><name>Darren "Dug Diamond" Davies</name><uri>http://www.blogger.com/profile/03611071974699205878</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-243192132857040124.post-7872554905084218028</id><published>2009-02-23T12:23:00.002Z</published><updated>2009-02-23T12:44:23.378Z</updated><title type='text'>About this site</title><content type='html'>This site has been created to answer those questions to many DirectX and OpenGL problems that many developers often come across.&lt;br /&gt;&lt;br /&gt;It will also contain snippets, to aid in the learning process of those venturing into NextGen Deveopments for the major consoles (except Wii).&lt;br /&gt;&lt;br /&gt;Further to this, this site will be a catalyst for my up-and-coming NextGen games (portable to all DX10+ capable machines). There are several in the pipeline: shootem-ups; FPS's; strategy; sports.... (basically every genre has been covered!).&lt;br /&gt;&lt;br /&gt;Prototyping and main game-engine design will be discussed, appraised and demo-ed.&lt;br /&gt;&lt;br /&gt;I consider my engine to much better than CryEngine2 and UT4, which runs very smoothly at 60fps at 1080p at 64bpp (A16R16G16B16). If my games sell well, then I may consider licensing it out to the gifted (!)&lt;br /&gt;&lt;br /&gt;I am an ax-assesor in the field of CAD and C++ programming, and wrote most of the City &amp; Guilds exam papers.&lt;br /&gt;&lt;br /&gt;My fields of expertise are: Rhino, AutoCAD, Catia, Maya, 3DSmax, Cinema4D, XSI, SolidWorks, Modo, Mudbox, and NET/CLI realtime programming.&lt;br /&gt;&lt;br /&gt;If you have any questions, please ask.&lt;br /&gt;If I cannot answer them myself, then I will know who can, and forward you to them.&lt;br /&gt;&lt;br /&gt;*** THIS SITE IS FOR HARD-CORE GAME DEVELOPERS ONLY ***&lt;br /&gt;&lt;br /&gt;*** NO TIME WASTERS ***&lt;br /&gt;&lt;br /&gt;I will try to get all your dilemmas put right as soon as I can, but please be patient.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/243192132857040124-7872554905084218028?l=dugdiamond.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://dugdiamond.blogspot.com/feeds/7872554905084218028/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://dugdiamond.blogspot.com/2009/02/about-this-site.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/243192132857040124/posts/default/7872554905084218028'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/243192132857040124/posts/default/7872554905084218028'/><link rel='alternate' type='text/html' href='http://dugdiamond.blogspot.com/2009/02/about-this-site.html' title='About this site'/><author><name>Darren "Dug Diamond" Davies</name><uri>http://www.blogger.com/profile/03611071974699205878</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry></feed>
