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Author Topic: My Shader Hell...  (Read 5369 times)
Chr0n1x
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« Reply #15 on: 2007/02/09 15:09:26 »

I think the MeshPart does all that for you, after all XNA is supposed to be simple. Wink
Although rememeber, if you use Mikes method you can implement instancing, not sure if dafault stuff does it though.
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Nemo Krad
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« Reply #16 on: 2007/02/09 15:27:02 »

I think the MeshPart does all that for you, after all XNA is supposed to be simple. Wink
Although rememeber, if you use Mikes method you can implement instancing, not sure if dafault stuff does it though.

Good job it is "simple" or I would be totally lost  Tongue

I assume Mikes version is a more advanced version, but I currently need the basic method to get the shaders I want working. I know it's a tut so I am just waiting for Mike's version of the shaders I am using. Also, (now no longer afraid of looking like a noob, it is obvious  Grin) what exactly is instancing?
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Chr0n1x
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« Reply #17 on: 2007/02/09 21:12:14 »

Quote from: Wikipedia
In realtime computer graphics, geometry instancing refers to the practice of rendering multiple copies of the same mesh in a scene at once. This technique is primarily used for objects such as trees, grass, or buildings which can be represented as repeated geometry without appearing unduly repetitive, but may also be used for characters. Although vertex data is duplicated across all instanced meshes, each instance may have other differentiating parameters (such as color, or skeletal animation pose) changed in order to reduce the appearance of repetition.
I think that sums it up nicely. Basically you can have a ton of the same object, say grass meshes, repeated, with little to no extra cost to your performance, since its copying the mesh around.
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