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	<title>Comments on: More Rendering Complexity &#8211; Shaders and Cameras</title>
	<atom:link href="http://www.thehazymind.com/xna/more-rendering-complexity-shaders-and-cameras/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.thehazymind.com/xna/more-rendering-complexity-shaders-and-cameras/</link>
	<description>Graphics and Game Development, Homebrewing, and the Quest for the Holy Grail</description>
	<lastBuildDate>Sun, 24 Jul 2011 16:54:25 +0000</lastBuildDate>
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	<item>
		<title>By: M0RPh1N3</title>
		<link>http://www.thehazymind.com/xna/more-rendering-complexity-shaders-and-cameras/comment-page-1/#comment-47</link>
		<dc:creator>M0RPh1N3</dc:creator>
		<pubDate>Thu, 29 Jan 2009 03:06:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.thehazymind.com/archives/2006/10/more_rendering.htm#comment-47</guid>
		<description>Hiya hazymind! After talking at you on #xna @ Efnet I finally found time to stop in an check these new tutorial version out. I found that going through them a second time almost a year or so later, I understand them alot more.   
 These are really nice. Idk if they are for complete beginners though lol. I love these because they show how to actually tie a game neatly together instead of hard code everything. 
These were really what I needed to hit up again because I found myself stumbling over adding managers and object isolation.
I documented you general process and am using the steps to write my terrain components woot!

Thanks m@e</description>
		<content:encoded><![CDATA[<p>Hiya hazymind! After talking at you on #xna @ Efnet I finally found time to stop in an check these new tutorial version out. I found that going through them a second time almost a year or so later, I understand them alot more.<br />
 These are really nice. Idk if they are for complete beginners though lol. I love these because they show how to actually tie a game neatly together instead of hard code everything.<br />
These were really what I needed to hit up again because I found myself stumbling over adding managers and object isolation.<br />
I documented you general process and am using the steps to write my terrain components woot!</p>
<p>Thanks m@e</p>
]]></content:encoded>
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	<item>
		<title>By: jnbutler</title>
		<link>http://www.thehazymind.com/xna/more-rendering-complexity-shaders-and-cameras/comment-page-1/#comment-42</link>
		<dc:creator>jnbutler</dc:creator>
		<pubDate>Fri, 14 Nov 2008 22:01:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.thehazymind.com/archives/2006/10/more_rendering.htm#comment-42</guid>
		<description>I went ahead and installed C# Express 2008 and XNA 3.0. Now I can open the svn source! Cool! Great tutorials Mike, thanks.</description>
		<content:encoded><![CDATA[<p>I went ahead and installed C# Express 2008 and XNA 3.0. Now I can open the svn source! Cool! Great tutorials Mike, thanks.</p>
]]></content:encoded>
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		<title>By: mikeschuld</title>
		<link>http://www.thehazymind.com/xna/more-rendering-complexity-shaders-and-cameras/comment-page-1/#comment-41</link>
		<dc:creator>mikeschuld</dc:creator>
		<pubDate>Fri, 14 Nov 2008 16:02:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.thehazymind.com/archives/2006/10/more_rendering.htm#comment-41</guid>
		<description>jnbutler, The new[]{}; syntax is a part of C# 3.0 and will probably need .Net 3.5 and VS2008 to compile correctly. You could use syntax like

new VertexPositionColorTexture[]{ ... }

as well to alleviate this issue.</description>
		<content:encoded><![CDATA[<p>jnbutler, The new[]{}; syntax is a part of C# 3.0 and will probably need .Net 3.5 and VS2008 to compile correctly. You could use syntax like</p>
<p>new VertexPositionColorTexture[]{ &#8230; }</p>
<p>as well to alleviate this issue.</p>
]]></content:encoded>
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	<item>
		<title>By: jnbutler</title>
		<link>http://www.thehazymind.com/xna/more-rendering-complexity-shaders-and-cameras/comment-page-1/#comment-39</link>
		<dc:creator>jnbutler</dc:creator>
		<pubDate>Fri, 14 Nov 2008 04:25:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.thehazymind.com/archives/2006/10/more_rendering.htm#comment-39</guid>
		<description>Should I be using VS2008? I did not have any problems with the code until I came to this:
myVertices = new[] {
                new VertexPositionColorTexture(new Vector3(-0.5f, 0.5f, 0), myColor, new Vector2(0, 0)),
                new VertexPositionColorTexture(new Vector3(0.5f, 0.5f, 0), myColor, new Vector2(1, 0)),
                new VertexPositionColorTexture(new Vector3(-0.5f, -0.5f, 0), myColor, new Vector2(0, 1)),
                new VertexPositionColorTexture(new Vector3(0.5f, -0.5f, 0), myColor, new Vector2(1, 1))
            };

            myIndexes = new[] { 0, 1, 2, 1, 3, 2 };

I&#039;m getting syntax error value expected at the square brackets in VS 2005 Pro. 
I guess I will have to download VS 2008 Express huh?</description>
		<content:encoded><![CDATA[<p>Should I be using VS2008? I did not have any problems with the code until I came to this:<br />
myVertices = new[] {<br />
                new VertexPositionColorTexture(new Vector3(-0.5f, 0.5f, 0), myColor, new Vector2(0, 0)),<br />
                new VertexPositionColorTexture(new Vector3(0.5f, 0.5f, 0), myColor, new Vector2(1, 0)),<br />
                new VertexPositionColorTexture(new Vector3(-0.5f, -0.5f, 0), myColor, new Vector2(0, 1)),<br />
                new VertexPositionColorTexture(new Vector3(0.5f, -0.5f, 0), myColor, new Vector2(1, 1))<br />
            };</p>
<p>            myIndexes = new[] { 0, 1, 2, 1, 3, 2 };</p>
<p>I&#8217;m getting syntax error value expected at the square brackets in VS 2005 Pro.<br />
I guess I will have to download VS 2008 Express huh?</p>
]]></content:encoded>
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	<item>
		<title>By: ketelsb</title>
		<link>http://www.thehazymind.com/xna/more-rendering-complexity-shaders-and-cameras/comment-page-1/#comment-29</link>
		<dc:creator>ketelsb</dc:creator>
		<pubDate>Tue, 26 Aug 2008 10:15:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.thehazymind.com/archives/2006/10/more_rendering.htm#comment-29</guid>
		<description>I overlooked these lines in the PDF at page 9:
if (null != myEffect.Parameters[&quot;World&quot;]) myEffect.Parameters[&quot;World&quot;].SetValue(World); 
if (null != myEffect.Parameters[&quot;View&quot;]) myEffect.Parameters[&quot;View&quot;].SetValue(HMCameraManager.ActiveCamera.View); 
if (null != myEffect.Parameters[&quot;Project&quot;]) myEffect.Parameters[&quot;Project&quot;].SetValue(HMCameraManager.ActiveCamera.Projection);

That fixed it! (and makes much more sense too)</description>
		<content:encoded><![CDATA[<p>I overlooked these lines in the PDF at page 9:<br />
if (null != myEffect.Parameters["World"]) myEffect.Parameters["World"].SetValue(World);<br />
if (null != myEffect.Parameters["View"]) myEffect.Parameters["View"].SetValue(HMCameraManager.ActiveCamera.View);<br />
if (null != myEffect.Parameters["Project"]) myEffect.Parameters["Project"].SetValue(HMCameraManager.ActiveCamera.Projection);</p>
<p>That fixed it! (and makes much more sense too)</p>
]]></content:encoded>
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	<item>
		<title>By: ketelsb</title>
		<link>http://www.thehazymind.com/xna/more-rendering-complexity-shaders-and-cameras/comment-page-1/#comment-28</link>
		<dc:creator>ketelsb</dc:creator>
		<pubDate>Tue, 26 Aug 2008 09:15:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.thehazymind.com/archives/2006/10/more_rendering.htm#comment-28</guid>
		<description>Never mind. I found http://code.google.com/p/hmengine-xna/, downloaded TurtoiseSVN and checked the Trunk out :)
I will find the problem with this working example.</description>
		<content:encoded><![CDATA[<p>Never mind. I found <a href="http://code.google.com/p/hmengine-xna/" rel="nofollow">http://code.google.com/p/hmengine-xna/</a>, downloaded TurtoiseSVN and checked the Trunk out <img src='http://www.thehazymind.com/wordpress/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /><br />
I will find the problem with this working example.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: ketelsb</title>
		<link>http://www.thehazymind.com/xna/more-rendering-complexity-shaders-and-cameras/comment-page-1/#comment-27</link>
		<dc:creator>ketelsb</dc:creator>
		<pubDate>Tue, 26 Aug 2008 08:35:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.thehazymind.com/archives/2006/10/more_rendering.htm#comment-27</guid>
		<description>I&#039;m sorry to bother you again, but where do i find the source for the tutorials? 
I tried to search the forum and there&#039;s much talk of source code, but not much links to the source.</description>
		<content:encoded><![CDATA[<p>I&#8217;m sorry to bother you again, but where do i find the source for the tutorials?<br />
I tried to search the forum and there&#8217;s much talk of source code, but not much links to the source.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: mikeschuld</title>
		<link>http://www.thehazymind.com/xna/more-rendering-complexity-shaders-and-cameras/comment-page-1/#comment-26</link>
		<dc:creator>mikeschuld</dc:creator>
		<pubDate>Mon, 25 Aug 2008 15:33:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.thehazymind.com/archives/2006/10/more_rendering.htm#comment-26</guid>
		<description>Have you tried looking at the svn source code? There may be slight issues in the PDF that could be the issue. Also, if you are changing the resolution or the size of the window, the image is supposed to be shrinking. The framework scales the final rendered output to the new window size. If you wanted to make it exactly the same no matter the window size, you&#039;d need to play with the focal distance of the lens, which is accomplished by messing with the fieldOfView parameter in the Update function. The other thing you could try is visiting the forums and asking around there. A few hundred more eyes on the problem might help as well if it really is a problem :)</description>
		<content:encoded><![CDATA[<p>Have you tried looking at the svn source code? There may be slight issues in the PDF that could be the issue. Also, if you are changing the resolution or the size of the window, the image is supposed to be shrinking. The framework scales the final rendered output to the new window size. If you wanted to make it exactly the same no matter the window size, you&#8217;d need to play with the focal distance of the lens, which is accomplished by messing with the fieldOfView parameter in the Update function. The other thing you could try is visiting the forums and asking around there. A few hundred more eyes on the problem might help as well if it really is a problem <img src='http://www.thehazymind.com/wordpress/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>By: ketelsb</title>
		<link>http://www.thehazymind.com/xna/more-rendering-complexity-shaders-and-cameras/comment-page-1/#comment-25</link>
		<dc:creator>ketelsb</dc:creator>
		<pubDate>Mon, 25 Aug 2008 14:13:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.thehazymind.com/archives/2006/10/more_rendering.htm#comment-25</guid>
		<description>I can&#039;t get it to work properly. The image keeps resizing when I resize the window, so i asume it&#039;s not using the camera as viewport.

I noticed this in the PDF at page 8. Could that be the problem?

// In HMGame 
using HMEngine.HMCameras; 
protected override void LoadContent() 
{ 
HMCameraManager.LoadContent(GraphicsDevice); 
HMObjectManager.Root.LoadContent(GraphicsDevice, Content); 
HMShaderManager.LoadContent(GraphicsDevice, Content); 

base.LoadContent(); 
}

What is this HMObjectManager.Root?

Do I need to set an active camera?

Greetings
Bavo</description>
		<content:encoded><![CDATA[<p>I can&#8217;t get it to work properly. The image keeps resizing when I resize the window, so i asume it&#8217;s not using the camera as viewport.</p>
<p>I noticed this in the PDF at page 8. Could that be the problem?</p>
<p>// In HMGame<br />
using HMEngine.HMCameras;<br />
protected override void LoadContent()<br />
{<br />
HMCameraManager.LoadContent(GraphicsDevice);<br />
HMObjectManager.Root.LoadContent(GraphicsDevice, Content);<br />
HMShaderManager.LoadContent(GraphicsDevice, Content); </p>
<p>base.LoadContent();<br />
}</p>
<p>What is this HMObjectManager.Root?</p>
<p>Do I need to set an active camera?</p>
<p>Greetings<br />
Bavo</p>
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