The WinRT programming environment, which is used to create Metro applications for Windows 8, replaces the old Win32 threading APIs such as CreateThread with a new ThreadPool::RunAsync API. This is generally a good thing (ThreadPool is better than CreateThread for several reasons) but it can be a p…
Over the Christmas break I spent some time porting the built-in XNA effects (BasicEffect, SkinnedEffect, etc.) to native C++ using Direct3D 11. Finding that strangely enjoyable, I went on to make a C++ version of SpriteBatch, and also ported the XNA Primitives 3D sample, built-in state objects, an…
Ok, silliness aside, is it possible to implement an efficient bloom effect on Windows Phone without custom shaders?
Bloom consists of three operations:
Identify which parts of the image should be bloomed
Blur those parts
Combine blurred bloomy bits with the original image
There are many choices f…
Bloom consists of three operations:
There are many choices f…
Thanks for the comments about what I should write about next. Hopefully I managed to count these more accurately than the Iowa Republican party :-)
C++ 16 How GPU's work 11 3D math 10 …
Time for some end-of-year silliness...
Inspired by this recent Twitter exchange:
Scionwest - @shawnhargreaves @nickgravelyn How about post processing for WP7? I've seen people do Bloom effects and thought P.P. was not part of WP7?
nickgravelyn - @Scionwest Shaders aren't available, but I'v…
Inspired by this recent Twitter exchange:
Scionwest - @shawnhargreaves @nickgravelyn How about post processing for WP7? I've seen people do Bloom effects and thought P.P. was not part of WP7?
nickgravelyn - @Scionwest Shaders aren't available, but I'v…
I have a couple more articles planned about aliasing and motion blur, but am curious to hear where you would like me to take this blog next.
Some topics I am considering:
C++. Dirty secret: although I've mostly blogged about C# programming, much of XNA itself is written in C++, so I've actually …
Some topics I am considering:
C++. Dirty secret: although I've mostly blogged about C# programming, much of XNA itself is written in C++, so I've actually …
After six years working on XNA, I decided it was time to take on a new challenge. I am moving to the Windows Phone team, where I will be working on things I'm not sure how much I can say about here (leaking future business plans on MSDN might not be the best way to endear myself to my new boss :-…
Game player: "d00d, teh framerate totally sux0rz!"
Game developer: "we are experiencing aliasing due to low sampling frequency along the temporal axis..."
One of the many decisions that goes into making a game is whether it is better to run at a high framerate, which means drawing many fr…
So far I have written about aliasing in the context of rendering single images, but neglected to consider what happens when we string a series of images together, attempting to create the illusion of smooth motion. Animation introduces the temporal (time) axis, which we sample by rendering frames …
Looking through my backlog of half written articles, I realized I have a couple more topics in my series about antialiasing, which I had entirely forgotten about! Oops...
Actually, though, today is a good day to finish this article. Forget your ghosts, ghouls, and goblins, for I have something R…
Actually, though, today is a good day to finish this article. Forget your ghosts, ghouls, and goblins, for I have something R…
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