A step further

Once again, thanks to Edgar Bernal. Getting closer now!

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Alpha blending sorted!

I have uploaded a new release, 20226. It’s not a full v0.0.5 release, but it now supports alpha blending. You can see this when the moon comes out and shows it’s glow. The fix was in the RenderTargets, and the fact that Color doesn’t allow AlphaBlending. Just need to resolve the, what looks like, depth fighting issue as you should be able to clearly see the moon like in the debug output window.

Ah, tis time for bed

Looking for help…

Over the past couple of days I have been trying to implement Alpha Blending. Everytime that I try to do, I get errors. I’m looking for some assistance in this area, so if you do have the knowledge and time, please drop me a comment and let me know. You’re help would be gratefully appreciated.

Slow and steady

Work is still continuing with the project. I’m looking at releasing the next lot of code soon. It won’t have the hemispheric light in there as that is part of the new lighting system, but it will have the shadow enhancements. Don’t forget that you can get the source code over at Project Vanquish Codeplex.

UDK maps

I caught wind that you could use UDK to develop maps and run them in XNA. This intrigued me some what, so I decided to give it a go. The lighting needs to be tweaked, but I think that there is more to the exporting process than just clicking Export. Still, my shadow mapping works really nicely.

New lighting system

Over the next couple of days, I’ll be revisiting the lighting system in order to get a more complete system which is easy to use, and also implement new lights like Spot Lights. Here is the new hemispheric light:

Got the kettle on?