<?xml version="1.0"?><?xml-stylesheet type="text/xsl" href="http://www.codeplex.com/rss.xsl"?><rss version="2.0"><channel><title>romantiquex Forum Rss Feed</title><link>http://www.codeplex.com/romantiquex/Project/ListForums.aspx</link><description>romantiquex Forum Rss Description</description><item><title>NEW POST: New Version?</title><link>http://www.codeplex.com/romantiquex/Thread/View.aspx?ThreadId=22211</link><description>&lt;div class="wikidoc"&gt;
Have you news for the next release?&lt;br /&gt; &lt;br /&gt;Thk's in advance ;)&lt;br /&gt;
&lt;/div&gt;</description><author>BennyRebirth</author><pubDate>Fri, 15 Feb 2008 07:59:24 GMT</pubDate><guid isPermaLink="false">NEW POST: New Version? 20080215075924A</guid></item><item><title>NEW POST: Custom Entities</title><link>http://www.codeplex.com/romantiquex/Thread/View.aspx?ThreadId=15298</link><description>&lt;div class="wikidoc"&gt;
Thanks, hr0nix!  That's exactly what I was looking for.&lt;br /&gt; &lt;br /&gt;-Mark&lt;br /&gt;
&lt;/div&gt;</description><author>markbiddlecom</author><pubDate>Fri, 21 Sep 2007 11:36:52 GMT</pubDate><guid isPermaLink="false">NEW POST: Custom Entities 20070921113652A</guid></item><item><title>NEW POST: Custom Entities</title><link>http://www.codeplex.com/romantiquex/Thread/View.aspx?ThreadId=15298</link><description>&lt;div class="wikidoc"&gt;
Note that inputs for each vertex are always the same because of the same geometry being rendered. Uniform inputs (shader constants) for each pass are documented in pass algorithm provider's documentation.&lt;br /&gt;Shader library provides default implementations for practically all the required techniques.&lt;br /&gt; &lt;br /&gt;Here is the FX file from the demo, I hope it helps you (stupid codeplex engine formats it a bit, but you can find everything you need).&lt;br /&gt; &lt;br /&gt;#include &amp;quot;../../../Engine/EngineContent/Shaders/CommonParameters.hlsl&amp;quot;&lt;br /&gt;#include &amp;quot;../../../Engine/EngineContent/Shaders/CommonFunctions.hlsl&amp;quot;&lt;br /&gt;#include &amp;quot;../../../Engine/EngineContent/Shaders/CommonVertexShaders.hlsl&amp;quot;&lt;br /&gt;#include &amp;quot;../../../Engine/EngineContent/Shaders/CommonPixelShaders.hlsl&amp;quot;&lt;br /&gt; &lt;br /&gt;#include &amp;quot;../../../Engine/EngineContent/Shaders/LightingParameters.hlsl&amp;quot;&lt;br /&gt;#include &amp;quot;../../../Engine/EngineContent/Shaders/ShadowsParameters.hlsl&amp;quot;&lt;br /&gt;#include &amp;quot;../../../Engine/EngineContent/Shaders/Parallax.hlsl&amp;quot;&lt;br /&gt;#include &amp;quot;../../../Engine/EngineContent/Shaders/Lighting.hlsl&amp;quot;&lt;br /&gt;#include &amp;quot;../../../Engine/EngineContent/Shaders/Shadows.hlsl&amp;quot;&lt;br /&gt; &lt;br /&gt;#ifndef SHADOW&lt;i&gt;KERNEL&lt;/i&gt;SCALE&lt;br /&gt;#define SHADOW&lt;i&gt;KERNEL&lt;/i&gt;SCALE 3.f&lt;br /&gt;#endif&lt;br /&gt; &lt;br /&gt;texture Texture;&lt;br /&gt;sampler2D DiffuseSampler = sampler_state&lt;br /&gt;{&lt;br /&gt;	Texture = ( Texture );&lt;br /&gt;	&lt;br /&gt;	MinFilter = Linear;&lt;br /&gt;	MagFilter = Linear;&lt;br /&gt;	MipFilter = Linear;&lt;br /&gt;    &lt;br /&gt;    AddressU = Wrap;&lt;br /&gt;    AddressV = Wrap;&lt;br /&gt;};&lt;br /&gt; &lt;br /&gt;texture Bump0;&lt;br /&gt;sampler2D NormalHeightSampler = sampler_state&lt;br /&gt;{&lt;br /&gt;	Texture = ( Bump0 );&lt;br /&gt;	&lt;br /&gt;	MinFilter = Linear;&lt;br /&gt;	MagFilter = Linear;&lt;br /&gt;	MipFilter = Linear;&lt;br /&gt;	&lt;br /&gt;	AddressU = Wrap;&lt;br /&gt;    AddressV = Wrap;&lt;br /&gt;};&lt;br /&gt; &lt;br /&gt;void LightingBase( in float2 texCoord, inout float3 toLight, inout float3 toViewer,&lt;br /&gt;	out float3 normal, out float4 diffuseColor, uniform bool UseShadows )&lt;br /&gt;{&lt;br /&gt;	toLight = normalize( toLight );&lt;br /&gt;	toViewer = normalize( toViewer );&lt;br /&gt;	&lt;br /&gt;#ifdef PARALLAX_MAPPING&lt;br /&gt;	// Calculating parallax texcoord shift using predefined engine function&lt;br /&gt;	#ifdef PARALLAX_CHEAP&lt;br /&gt;		texCoord = CalculateParallaxTexCoordShift( NormalHeightSampler, texCoord, toViewer,&lt;br /&gt;			PARALLAX&lt;i&gt;HEIGHT&lt;/i&gt;SCALE );&lt;br /&gt;	#else&lt;br /&gt;		float3 parallaxPos = FindHeightFieldIntersection( NormalHeightSampler, texCoord, toViewer,&lt;br /&gt;			PARALLAX&lt;i&gt;HEIGHT&lt;/i&gt;SCALE, PARALLAX&lt;i&gt;LS&lt;/i&gt;STEPS, PARALLAX&lt;i&gt;BS&lt;/i&gt;STEPS );&lt;br /&gt;		texCoord = parallaxPos.xy;&lt;br /&gt;	#endif&lt;br /&gt;#endif&lt;br /&gt; &lt;br /&gt;	normal = float3( 0.f, 0.f, 1.f );&lt;br /&gt;#ifdef NORMAL_MAPPING&lt;br /&gt;	normal = normalize( 2.f * tex2D( NormalHeightSampler, texCoord ) - 1.f );&lt;br /&gt;#endif&lt;br /&gt; &lt;br /&gt;	diffuseColor = tex2D( DiffuseSampler, texCoord );&lt;br /&gt;	&lt;br /&gt;#if defined(PARALLAX&lt;i&gt;MAPPING) &amp;amp;&amp;amp; defined(PARALLAX&lt;/i&gt;SELF&lt;i&gt;SHADOWING) &amp;amp;&amp;amp; !defined(PARALLAX&lt;/i&gt;CHEAP)&lt;br /&gt;	if ( UseShadows )&lt;br /&gt;	{&lt;br /&gt;		diffuseColor *= GetParallaxSelfShadowing( NormalHeightSampler, toLight, parallaxPos,&lt;br /&gt;			PARALLAX&lt;i&gt;HEIGHT&lt;/i&gt;SCALE, PARALLAX&lt;i&gt;LS&lt;/i&gt;STEPS, PARALLAX&lt;i&gt;BS&lt;/i&gt;STEPS, 0.05f );&lt;br /&gt;	}&lt;br /&gt;#endif&lt;br /&gt;}&lt;br /&gt; &lt;br /&gt;void SpotLight_PS(&lt;br /&gt;	in float2 inTexCoord			: TEXCOORD0,&lt;br /&gt;	in float3 inToLightTS			: TEXCOORD1,&lt;br /&gt;	in float3 inToViewerTS			: TEXCOORD2,&lt;br /&gt;	in float3 inLightDirectionTS	: TEXCOORD3,&lt;br /&gt;	in float4 inPositionLPS			: TEXCOORD4,&lt;br /&gt;	in float3 inToLightWS			: TEXCOORD5,&lt;br /&gt;	&lt;br /&gt;	out float4 outColor	: COLOR,&lt;br /&gt; &lt;br /&gt;	uniform bool UseShadows )&lt;br /&gt;{	&lt;br /&gt;	float3 toLight = inToLightTS;&lt;br /&gt;	float3 toViewer = inToViewerTS;&lt;br /&gt;	float3 normal;&lt;br /&gt;	float4 diffuseColor;&lt;br /&gt;	&lt;br /&gt;	LightingBase( inTexCoord, toLight, toViewer, normal, diffuseColor, UseShadows );&lt;br /&gt;	&lt;br /&gt;	float3 lightDirection = normalize( inLightDirectionTS );&lt;br /&gt;	float distToLight = length( inToLightWS );&lt;br /&gt;	&lt;br /&gt;	// Calculating lighting amount using predefined engine function&lt;br /&gt;	float lightingAmount = CalculateSpotLightLightingAmount(&lt;br /&gt;		distToLight, toLight, toViewer, normal, lightDirection, SPECULAR&lt;i&gt;AMOUNT, SPECULAR&lt;/i&gt;POWER );&lt;br /&gt;	&lt;br /&gt;	float shadowAmount = 1.f;&lt;br /&gt;	if ( UseShadows )&lt;br /&gt;	{&lt;br /&gt;		// Calculating shadow amount using predefined engine function&lt;br /&gt;		shadowAmount = Calculate2DShadowPCF3x3( inPositionLPS, SHADOW&lt;i&gt;KERNEL&lt;/i&gt;SCALE );&lt;br /&gt;	}&lt;br /&gt;	&lt;br /&gt;	outColor = LightColor * diffuseColor * lightingAmount * shadowAmount;&lt;br /&gt;}&lt;br /&gt; &lt;br /&gt;void PointLight_PS(&lt;br /&gt;	in float2 inTexCoord			: TEXCOORD0,&lt;br /&gt;	in float3 inToLightTS			: TEXCOORD1,&lt;br /&gt;	in float3 inToViewerTS			: TEXCOORD2,&lt;br /&gt;	in float3 inToLightWS			: TEXCOORD3,&lt;br /&gt;	&lt;br /&gt;	out float4 outColor	: COLOR,&lt;br /&gt; &lt;br /&gt;	uniform bool UseShadows )&lt;br /&gt;{	&lt;br /&gt;	float3 toLight = inToLightTS;&lt;br /&gt;	float3 toViewer = inToViewerTS;&lt;br /&gt;	float3 normal;&lt;br /&gt;	float4 diffuseColor;&lt;br /&gt;	&lt;br /&gt;	LightingBase( inTexCoord, toLight, toViewer, normal, diffuseColor, UseShadows );&lt;br /&gt;	&lt;br /&gt;	float distToLight = length( inToLightWS );&lt;br /&gt;	&lt;br /&gt;	// Calculating lighting amount using predefined engine function&lt;br /&gt;	float lightingAmount = CalculatePointLightLightingAmount(&lt;br /&gt;		distToLight, toLight, toViewer, normal, SPECULAR&lt;i&gt;AMOUNT, SPECULAR&lt;/i&gt;POWER );&lt;br /&gt;		&lt;br /&gt;	float shadowAmount = 1.f;&lt;br /&gt;	if ( UseShadows )&lt;br /&gt;	{&lt;br /&gt;		// Calculating shadow amount using predefined engine function&lt;br /&gt;		shadowAmount = CalculateCubeShadow( inToLightWS );&lt;br /&gt;	}&lt;br /&gt;	&lt;br /&gt;	outColor = LightColor * diffuseColor * lightingAmount * shadowAmount;&lt;br /&gt;}&lt;br /&gt; &lt;br /&gt;void DirectionalLight_PS(&lt;br /&gt;	in float2 inTexCoord			: TEXCOORD0,&lt;br /&gt;	in float3 inToViewerTS			: TEXCOORD1,&lt;br /&gt;	in float3 inToLightTS			: TEXCOORD2,&lt;br /&gt;	in float4 inPositionLPS			: TEXCOORD3,&lt;br /&gt;	&lt;br /&gt;	out float4 outColor	: COLOR,&lt;br /&gt; &lt;br /&gt;	uniform bool UseShadows )&lt;br /&gt;{	&lt;br /&gt;	float3 toLight = inToLightTS;&lt;br /&gt;	float3 toViewer = inToViewerTS;&lt;br /&gt;	float3 normal;&lt;br /&gt;	float4 diffuseColor;&lt;br /&gt;	&lt;br /&gt;	LightingBase( inTexCoord, toLight, toViewer, normal, diffuseColor, UseShadows );&lt;br /&gt;	&lt;br /&gt;	// Calculating lighting amount using predefined engine function&lt;br /&gt;	float lightingAmount = CalculateDirectionalLightLightingAmount(&lt;br /&gt;		toLight, toViewer, normal, SPECULAR&lt;i&gt;AMOUNT, SPECULAR&lt;/i&gt;POWER );&lt;br /&gt;		&lt;br /&gt;	float shadowAmount = 1.f;&lt;br /&gt;	if ( UseShadows )&lt;br /&gt;	{&lt;br /&gt;		// Calculating shadow amount using predefined engine function&lt;br /&gt;		shadowAmount = Calculate2DShadowPCF2x2( inPositionLPS );&lt;br /&gt;	}&lt;br /&gt;	&lt;br /&gt;	outColor = LightColor * diffuseColor * lightingAmount * shadowAmount;&lt;br /&gt;}&lt;br /&gt; &lt;br /&gt;technique GenerateDepth&lt;br /&gt;{&lt;br /&gt;	pass SinglePass&lt;br /&gt;	{&lt;br /&gt;		VertexShader = compile vs&lt;i&gt;1&lt;/i&gt;1 Position_VS();&lt;br /&gt;		PixelShader = compile ps&lt;i&gt;1&lt;/i&gt;1 DoNotCare_PS();&lt;br /&gt;	}&lt;br /&gt;}&lt;br /&gt; &lt;br /&gt;technique ShadowSceneInfo&lt;br /&gt;{&lt;br /&gt;	pass SinglePass&lt;br /&gt;	{&lt;br /&gt;		VertexShader = compile vs&lt;i&gt;1&lt;/i&gt;1 ShadowSceneInfo&lt;i&gt;Default&lt;/i&gt;VS();&lt;br /&gt;		PixelShader = compile ps&lt;i&gt;2&lt;/i&gt;0 ShadowSceneInfo&lt;i&gt;Default&lt;/i&gt;PS();&lt;br /&gt;	}&lt;br /&gt;}&lt;br /&gt; &lt;br /&gt;technique Ambient&lt;br /&gt;{&lt;br /&gt;	pass SinglePass&lt;br /&gt;	{&lt;br /&gt;	#ifdef PARALLAX_MAPPING&lt;br /&gt;		VertexShader = compile vs&lt;i&gt;1&lt;/i&gt;1 PositionTex2DViewerTS_VS();&lt;br /&gt;		#ifdef PARALLAX_CHEAP&lt;br /&gt;			PixelShader = compile ps&lt;i&gt;2&lt;/i&gt;b Ambient&lt;i&gt;Parallax&lt;/i&gt;Default_PS( DiffuseSampler, NormalHeightSampler,&lt;br /&gt;				PARALLAX&lt;i&gt;HEIGHT&lt;/i&gt;SCALE );&lt;br /&gt;		#else&lt;br /&gt;			PixelShader = compile ps&lt;i&gt;2&lt;/i&gt;b Ambient&lt;i&gt;POM&lt;/i&gt;Default_PS( DiffuseSampler, NormalHeightSampler,&lt;br /&gt;				PARALLAX&lt;i&gt;HEIGHT&lt;/i&gt;SCALE, PARALLAX&lt;i&gt;LS&lt;/i&gt;STEPS, PARALLAX&lt;i&gt;BS&lt;/i&gt;STEPS );&lt;br /&gt;		#endif&lt;br /&gt;	#else&lt;br /&gt;		VertexShader = compile vs&lt;i&gt;1&lt;/i&gt;1 PositionTex2D_VS();&lt;br /&gt;		PixelShader = compile ps&lt;i&gt;2&lt;/i&gt;0 Ambient&lt;i&gt;Default&lt;/i&gt;PS( DiffuseSampler );	&lt;br /&gt;	#endif&lt;br /&gt;	}&lt;br /&gt;}&lt;br /&gt; &lt;br /&gt;////////////////////////////////////////////////////////////////////////&lt;br /&gt;////						Directional lights						////&lt;br /&gt;////////////////////////////////////////////////////////////////////////&lt;br /&gt; &lt;br /&gt;#if defined(PARALLAX&lt;i&gt;MAPPING) &amp;amp;&amp;amp; !defined(PARALLAX&lt;/i&gt;CHEAP)&lt;br /&gt; &lt;br /&gt;technique DirectionalLight&lt;br /&gt;{&lt;br /&gt;	pass SinglePass&lt;br /&gt;	{&lt;br /&gt;		VertexShader = compile vs&lt;i&gt;1&lt;/i&gt;1 PositionTex2DDirectionalLight_VS();&lt;br /&gt;		PixelShader = compile ps&lt;i&gt;2&lt;/i&gt;b DirectionalLight_PS( false );&lt;br /&gt;	}&lt;br /&gt;}&lt;br /&gt; &lt;br /&gt;technique DirectionalLight_Shadows&lt;br /&gt;{&lt;br /&gt;	pass SinglePass&lt;br /&gt;	{&lt;br /&gt;		VertexShader = compile vs&lt;i&gt;1&lt;/i&gt;1 PositionTex2DDirectionalLight_VS();&lt;br /&gt;		PixelShader = compile ps&lt;i&gt;2&lt;/i&gt;b DirectionalLight_PS( true );&lt;br /&gt;	}&lt;br /&gt;}&lt;br /&gt; &lt;br /&gt;#else&lt;br /&gt; &lt;br /&gt;technique DirectionalLight&lt;br /&gt;{&lt;br /&gt;	pass SinglePass&lt;br /&gt;	{&lt;br /&gt;		VertexShader = compile vs&lt;i&gt;1&lt;/i&gt;1 PositionTex2DDirectionalLight_VS();&lt;br /&gt;		PixelShader = compile ps&lt;i&gt;2&lt;/i&gt;0 DirectionalLight_PS( false );&lt;br /&gt;	}&lt;br /&gt;}&lt;br /&gt; &lt;br /&gt;technique DirectionalLight_Shadows&lt;br /&gt;{&lt;br /&gt;	pass SinglePass&lt;br /&gt;	{&lt;br /&gt;		VertexShader = compile vs&lt;i&gt;1&lt;/i&gt;1 PositionTex2DDirectionalLight_VS();&lt;br /&gt;		PixelShader = compile ps&lt;i&gt;2&lt;/i&gt;0 DirectionalLight_PS( true );&lt;br /&gt;	}&lt;br /&gt;}&lt;br /&gt; &lt;br /&gt;#endif&lt;br /&gt; &lt;br /&gt;////////////////////////////////////////////////////////////////////////&lt;br /&gt;////						Point lights							////&lt;br /&gt;////////////////////////////////////////////////////////////////////////&lt;br /&gt; &lt;br /&gt;#if defined(PARALLAX&lt;i&gt;MAPPING) &amp;amp;&amp;amp; !defined(PARALLAX&lt;/i&gt;CHEAP)&lt;br /&gt; &lt;br /&gt;technique PointLight&lt;br /&gt;{&lt;br /&gt;	pass SinglePass&lt;br /&gt;	{&lt;br /&gt;		VertexShader = compile vs&lt;i&gt;1&lt;/i&gt;1 PositionTex2DPointLight_VS();&lt;br /&gt;		PixelShader = compile ps&lt;i&gt;2&lt;/i&gt;b PointLight_PS( false );&lt;br /&gt;	}&lt;br /&gt;}&lt;br /&gt; &lt;br /&gt;technique PointLight_Shadows&lt;br /&gt;{&lt;br /&gt;	pass SinglePass&lt;br /&gt;	{&lt;br /&gt;		VertexShader = compile vs&lt;i&gt;1&lt;/i&gt;1 PositionTex2DPointLight_VS();&lt;br /&gt;		PixelShader = compile ps&lt;i&gt;2&lt;/i&gt;b PointLight_PS( true );&lt;br /&gt;	}&lt;br /&gt;}&lt;br /&gt; &lt;br /&gt;#else&lt;br /&gt; &lt;br /&gt;technique PointLight&lt;br /&gt;{&lt;br /&gt;	pass SinglePass&lt;br /&gt;	{&lt;br /&gt;		VertexShader = compile vs&lt;i&gt;1&lt;/i&gt;1 PositionTex2DPointLight_VS();&lt;br /&gt;		PixelShader = compile ps&lt;i&gt;2&lt;/i&gt;0 PointLight_PS( false );&lt;br /&gt;	}&lt;br /&gt;}&lt;br /&gt; &lt;br /&gt;technique PointLight_Shadows&lt;br /&gt;{&lt;br /&gt;	pass SinglePass&lt;br /&gt;	{&lt;br /&gt;		VertexShader = compile vs&lt;i&gt;1&lt;/i&gt;1 PositionTex2DPointLight_VS();&lt;br /&gt;		PixelShader = compile ps&lt;i&gt;2&lt;/i&gt;0 PointLight_PS( true );&lt;br /&gt;	}&lt;br /&gt;}&lt;br /&gt; &lt;br /&gt;#endif&lt;br /&gt; &lt;br /&gt;technique PointLight_PrePass&lt;br /&gt;{&lt;br /&gt;	pass SinglePass&lt;br /&gt;	{&lt;br /&gt;		VertexShader = compile vs&lt;i&gt;1&lt;/i&gt;1 PointOrSpotLight&lt;i&gt;PrePass&lt;/i&gt;Default_VS();&lt;br /&gt;		PixelShader = compile ps&lt;i&gt;2&lt;/i&gt;0 PointLight&lt;i&gt;PrePass&lt;/i&gt;Default_PS();&lt;br /&gt;	}&lt;br /&gt;}&lt;br /&gt; &lt;br /&gt;////////////////////////////////////////////////////////////////////////&lt;br /&gt;////						Spot lights								////&lt;br /&gt;////////////////////////////////////////////////////////////////////////&lt;br /&gt; &lt;br /&gt;#if defined(PARALLAX&lt;i&gt;MAPPING) &amp;amp;&amp;amp; !defined(PARALLAX&lt;/i&gt;CHEAP)&lt;br /&gt; &lt;br /&gt;technique SpotLight&lt;br /&gt;{&lt;br /&gt;	pass SinglePass&lt;br /&gt;	{&lt;br /&gt;		VertexShader = compile vs&lt;i&gt;1&lt;/i&gt;1 PositionTex2DSpotLight_VS();&lt;br /&gt;		PixelShader = compile ps&lt;i&gt;2&lt;/i&gt;b SpotLight_PS( false );&lt;br /&gt;	}&lt;br /&gt;}&lt;br /&gt; &lt;br /&gt;#else&lt;br /&gt; &lt;br /&gt;technique SpotLight&lt;br /&gt;{&lt;br /&gt;	pass SinglePass&lt;br /&gt;	{&lt;br /&gt;		VertexShader = compile vs&lt;i&gt;1&lt;/i&gt;1 PositionTex2DSpotLight_VS();&lt;br /&gt;		PixelShader = compile ps&lt;i&gt;2&lt;/i&gt;0 SpotLight_PS( false );&lt;br /&gt;	}&lt;br /&gt;}&lt;br /&gt; &lt;br /&gt;#endif&lt;br /&gt; &lt;br /&gt;technique SpotLight_Shadows&lt;br /&gt;{&lt;br /&gt;	pass SinglePass&lt;br /&gt;	{&lt;br /&gt;		VertexShader = compile vs&lt;i&gt;1&lt;/i&gt;1 PositionTex2DSpotLight_VS();&lt;br /&gt;		PixelShader = compile ps&lt;i&gt;2&lt;/i&gt;b SpotLight_PS( true );&lt;br /&gt;	}&lt;br /&gt;}&lt;br /&gt; &lt;br /&gt;technique SpotLight_PrePass&lt;br /&gt;{&lt;br /&gt;	pass SinglePass&lt;br /&gt;	{&lt;br /&gt;		VertexShader = compile vs&lt;i&gt;1&lt;/i&gt;1 PointOrSpotLight&lt;i&gt;PrePass&lt;/i&gt;Default_VS();&lt;br /&gt;		PixelShader = compile ps&lt;i&gt;2&lt;/i&gt;0 SpotLight&lt;i&gt;PrePass&lt;/i&gt;Default_PS();&lt;br /&gt;	}&lt;br /&gt;}&lt;br /&gt;
&lt;/div&gt;</description><author>hr0nix</author><pubDate>Fri, 21 Sep 2007 05:57:45 GMT</pubDate><guid isPermaLink="false">NEW POST: Custom Entities 20070921055745A</guid></item><item><title>NEW POST: Custom Entities</title><link>http://www.codeplex.com/romantiquex/Thread/View.aspx?ThreadId=15298</link><description>&lt;div class="wikidoc"&gt;
Thanks for the reply!&lt;br /&gt; &lt;br /&gt;I did notice that the TechniqueName defines the render pass I need to put in my FX file.  What I wasn't sure about was exactly how the FX file itself should work.  For example, if I have a shadow technique, what are the inputs provided to the FX file for each vertex?  What is the aim for output from the pixel shader?  I'm assuming it wouldn't be simply the diffuse output I might calculate during a more &amp;quot;normal&amp;quot; pass.  I'm not even sure what general algorithm your shadow pass expects us to use.&lt;br /&gt; &lt;br /&gt;Hope that helps to clarify my question.&lt;br /&gt; &lt;br /&gt;-Mark&lt;br /&gt;
&lt;/div&gt;</description><author>markbiddlecom</author><pubDate>Thu, 20 Sep 2007 17:49:39 GMT</pubDate><guid isPermaLink="false">NEW POST: Custom Entities 20070920054939P</guid></item><item><title>NEW POST: Custom Entities</title><link>http://www.codeplex.com/romantiquex/Thread/View.aspx?ThreadId=15298</link><description>&lt;div class="wikidoc"&gt;
Thanks for your feedback.&lt;br /&gt; &lt;br /&gt;If you want your batch to be rendered in some render pass, you should add a technique to your FX file which name equals to RenderPass.TechniqueName. Then your batch will be drawn during that render pass. &lt;br /&gt; &lt;br /&gt;In the next release rendering pipeline will change a bit, and new amasing postprocessing technique will be introduced instead of existing one.&lt;br /&gt;
&lt;/div&gt;</description><author>hr0nix</author><pubDate>Thu, 20 Sep 2007 13:38:40 GMT</pubDate><guid isPermaLink="false">NEW POST: Custom Entities 20070920013840P</guid></item><item><title>NEW POST: Custom Entities</title><link>http://www.codeplex.com/romantiquex/Thread/View.aspx?ThreadId=15298</link><description>&lt;div class="wikidoc"&gt;
hr0nix,&lt;br /&gt; &lt;br /&gt;This is a wonderfully designed library.  Thank you so much for your (team's?) contribution to the community.  I've been using Lutz Roeder's reflector to try and get a better feel for how the library works, and my first question is in relation to entities.&lt;br /&gt; &lt;br /&gt;For our purposes, the supplied Billboard and Model entities are not sufficient to provide all of the graphical elements we are working to create in our game.  Naturally, then, we wanted to create a custom entity that suited our needs.  This seems straight-forward enough; I noticed that most of the actual geometry would be provided via the GetBatches method and either an indexed or non-indexed batch.  However, I am having trouble figuring out how the effect is used.  Some further investigation revealed that the RenderPass defines which techniques are expected, but it is difficult for me to see how this gets selected and used.&lt;br /&gt; &lt;br /&gt;So my question is: in general, how should effect files be structured to get the most out of the library, particularly concerning the shadow pass?  What techniques are expected, and what types of output should they provide?&lt;br /&gt; &lt;br /&gt;Thanks again, and I am looking forward to further releases!&lt;br /&gt; &lt;br /&gt;-Mark&lt;br /&gt;
&lt;/div&gt;</description><author>markbiddlecom</author><pubDate>Tue, 18 Sep 2007 11:58:18 GMT</pubDate><guid isPermaLink="false">NEW POST: Custom Entities 20070918115818A</guid></item><item><title>NEW POST: GREAT DEMO!</title><link>http://www.codeplex.com/romantiquex/Thread/View.aspx?ThreadId=13813</link><description>&lt;div class="wikidoc"&gt;
&lt;div class="quote"&gt;
 &lt;br /&gt;Bradweiser wrote:&lt;br /&gt;It's a very impressive demo, it does suffer from some frame rate issues (but its still amazing), for xna this is one of the best real time engines i've seen so far,&lt;br /&gt; &lt;br /&gt;Just a quick question, are you planning on releasing the source code for the 0.2 demo, like you did with 0.1?&lt;br /&gt; &lt;br /&gt;
&lt;/div&gt; &lt;br /&gt;I just forget about it =) Demo source will be released with 0.2.1 version of engine that will fix some bugs and provide some optimizations (more FPS in demo, so).&lt;br /&gt;Probably version for XBox360 will be released soon too.&lt;br /&gt; &lt;br /&gt;Thanks for your feedback!&lt;br /&gt;
&lt;/div&gt;</description><author>hr0nix</author><pubDate>Tue, 21 Aug 2007 05:44:56 GMT</pubDate><guid isPermaLink="false">NEW POST: GREAT DEMO! 20070821054456A</guid></item><item><title>NEW POST: GREAT DEMO!</title><link>http://www.codeplex.com/romantiquex/Thread/View.aspx?ThreadId=13813</link><description>&lt;div class="wikidoc"&gt;
It's a very impressive demo, it does suffer from some frame rate issues (but its still amazing), for xna this is one of the best real time engines i've seen so far,&lt;br /&gt; &lt;br /&gt;Just a quick question, are you planning on releasing the source code for the 0.2 demo, like you did with 0.1?&lt;br /&gt;
&lt;/div&gt;</description><author>Bradweiser</author><pubDate>Wed, 15 Aug 2007 07:55:10 GMT</pubDate><guid isPermaLink="false">NEW POST: GREAT DEMO! 20070815075510A</guid></item><item><title>Project Management Forum: RE: Looking for artist.</title><link>http://www.codeplex.com/romantiquex/Project/DisplayThread.aspx?ForumId=2866&amp;ThreadId=3535&amp;ANCHOR#LastPost</link><description>Check your e-mail.</description><author>hr0nix</author><pubDate>Mon, 15 Jan 2007 22:11:30 GMT</pubDate><guid isPermaLink="false">Project Management Forum: RE: Looking for artist. 20070115101130P</guid></item><item><title>Project Management Forum: RE: Looking for artist.</title><link>http://www.codeplex.com/romantiquex/Project/DisplayThread.aspx?ForumId=2866&amp;ThreadId=3535&amp;ANCHOR#LastPost</link><description>great, count me in!

although I'm not as good at coding, maybe we can work something out together, I'll do all the 3d stuff and and u can make all the code, this to make a better demo.

well let me know if u have any ideas we can start from.

here's my MSN : varomix@yahoo.com &lt;&lt;MSN not YAHOO MSG&gt;&gt;

let make something great!!

l8r</description><author>varomix</author><pubDate>Mon, 15 Jan 2007 18:17:44 GMT</pubDate><guid isPermaLink="false">Project Management Forum: RE: Looking for artist. 20070115061744P</guid></item><item><title>Project Management Forum: RE: Looking for artist.</title><link>http://www.codeplex.com/romantiquex/Project/DisplayThread.aspx?ForumId=2866&amp;ThreadId=3535&amp;ANCHOR#LastPost</link><description>Currently we don't need any help in engine development.
But we are really interested in production of demos based on our engine. You can write code, you can create content, so you are great. We will be very glad if you help us to create relly amazing demo based on our engine and provide some feedback about engine's usability and (probably) some bugs. Demo can be just show or a small game.
Interested? =)</description><author>hr0nix</author><pubDate>Mon, 15 Jan 2007 18:00:11 GMT</pubDate><guid isPermaLink="false">Project Management Forum: RE: Looking for artist. 20070115060011P</guid></item><item><title>User Forum: RE: Demo feedback</title><link>http://www.codeplex.com/romantiquex/Project/DisplayThread.aspx?ForumId=2867&amp;ThreadId=3366&amp;ANCHOR#LastPost</link><description>wow!!, that's really cool demo i liked the bloom effect looks great</description><author>varomix</author><pubDate>Mon, 15 Jan 2007 16:05:20 GMT</pubDate><guid isPermaLink="false">User Forum: RE: Demo feedback 20070115040520P</guid></item><item><title>Project Management Forum: RE: Looking for artist.</title><link>http://www.codeplex.com/romantiquex/Project/DisplayThread.aspx?ForumId=2866&amp;ThreadId=3535&amp;ANCHOR#LastPost</link><description>HI

I'm a professional 3D artist and kinda programmer, I love code as much as code, and that's why i love maya, I can make graphics and also do a little scripting.

I'm learning c#, I love games and wanna make my own stuff, I can help u guys whit this cool project, just let me know what u would like me to do and I can help.

I do have some experience doing stuff for games, doing a UT2004 mod and some other stuff.

hope that we can make something together

l8r</description><author>varomix</author><pubDate>Mon, 15 Jan 2007 15:53:19 GMT</pubDate><guid isPermaLink="false">Project Management Forum: RE: Looking for artist. 20070115035319P</guid></item><item><title>Project Management Forum: Looking for artist.</title><link>http://www.codeplex.com/romantiquex/Project/DisplayThread.aspx?ForumId=2866&amp;ThreadId=3535&amp;ANCHOR#LastPost</link><description>We are currently looking for some artists to help us with content for some great demo based on our engine. If you want a lot of people to see your work, contact us.</description><author>hr0nix</author><pubDate>Sat, 13 Jan 2007 13:10:10 GMT</pubDate><guid isPermaLink="false">Project Management Forum: Looking for artist. 20070113011010P</guid></item><item><title>User Forum: RE: Demo feedback</title><link>http://www.codeplex.com/romantiquex/Project/DisplayThread.aspx?ForumId=2867&amp;ThreadId=3366&amp;ANCHOR#LastPost</link><description>Nice demo.</description><author>kierepka</author><pubDate>Fri, 12 Jan 2007 20:03:13 GMT</pubDate><guid isPermaLink="false">User Forum: RE: Demo feedback 20070112080313P</guid></item><item><title>User Forum: Demo feedback</title><link>http://www.codeplex.com/romantiquex/Project/DisplayThread.aspx?ForumId=2867&amp;ThreadId=3366&amp;ANCHOR#LastPost</link><description>Post your feedback about engine demo here.</description><author>hr0nix</author><pubDate>Sun, 07 Jan 2007 21:35:42 GMT</pubDate><guid isPermaLink="false">User Forum: Demo feedback 20070107093542P</guid></item></channel></rss>