tag:blogger.com,1999:blog-34025596.post7036728179027152129..comments2023-09-21T11:41:45.870-03:00Comments on Do as I say, not as I do ...: A GLIMPSE ON XNA'S PER PIXEL LIGHTINGUltraheadhttp://www.blogger.com/profile/07831144482704209713noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-34025596.post-62814320416716185112007-04-20T14:24:00.000-03:002007-04-20T14:24:00.000-03:00Jason, in fact per-pixel lighting has been always ...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).<BR/><BR/>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. <BR/><BR/>Thanks for the comment. I'll modify the text to be more clear.Ultraheadhttps://www.blogger.com/profile/07831144482704209713noreply@blogger.comtag:blogger.com,1999:blog-34025596.post-63585493611384276162007-04-20T11:57:00.000-03:002007-04-20T11:57:00.000-03:00Just to clarify, my understanding is that Per-Pixe...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.Anonymousnoreply@blogger.com