Friday, April 20, 2007

A GLIMPSE ON XNA'S PER PIXEL LIGHTING

Yes, you've read it right: on the upcoming release, the XNA Framework will add a "built-in" per pixel lighting -through the "BasicEffect" class, and Shawn's explains how to deal with it.

From Shawn's post: "... Per-vertex lighting is efficient, and it looks good on models that contain lots of highly tessellated triangles or which don't use too much specular. It can look pretty bad on lower resolution meshes, though, ..."`.

Read on ...

2 comments:

  1. Just to clarify, my understanding is that Per-Pixel lighting is _already_ supported in the existing XNA Framework, you just have to use a custom effect and pixel shader that does the light calculations yourself. The addition is just that the ability for Per-Pixel lighting has been added to BasicEffect. That is all.

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  2. Jason, in fact per-pixel lighting has been always supported because shaders are supported (I made my own for my "never-released" Warm-up entry).

    So the addition is on the "pre-made" or "buil-in" side of XNA, which saves you from implementing it your-self on a custom pixel shader.

    Thanks for the comment. I'll modify the text to be more clear.

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