Graphics

Beautiful bits.
jwatte's picture

A texture of grass!

Here's a texture of a grassy field.
I made it by customizing a downloadable filter for the wonderful FilterForge application (which now comes in version 2!)
I hereby grant this texture into the public domain.
jwatte's picture

Distressed Wood (Beige)

A distressed, murky wood. Fences, docks, etc.

includes:

  • Diffuse Map
  • Bump Map
  • Gloss Map

preview of maps

Size: 2048x2048

Download Textures (15 MB)

jwatte's picture

Rich Wood (brown)

A rich, brown wood, somewhat worn. Perfect for hardwood floors.

includes:

  • Diffuse Map
  • Bump Map
  • Gloss Map

preview of maps

Size: 2048x2048

Download Textures (15 MB)

jwatte's picture

Havok Content importer for XNA Game Studio 3.1

Included, please find two DLLs: A main Havok content tools wrapper, and a simple C# assembly that actually exposes a content importer for use with XNA Game Studio version 3.1. Drop these in your solution folder, and point your content project at the HavokImporter.dll assembly (add as a Reference to the Content project).

Meter measurement texture

This texture comes in handy when you want to align things to a grid.

grid

jwatte's picture

The Direct3D/XNA vertex transform pipeline -- how to go between model coordinates and screen coordinates, and back again!

1) WORLD matrix. This takes vertices from object-local space (0,0,0 in the middle of the object) to world space (position and orientation applied based on 0,0,0 at your "world origin" position). This is a convenient space to do normal mapped lighting and environmental reflection in.

jwatte's picture

Bad font antialiasing in WPF menu items

I'm using WPF 3.5, Visual Studio 2008 SP1, and developing for Windows XP SP3.

No matter what I do, the menu bar and menu items of my application are ugly, blurry, anti-aliased. WinForms, MFC and Win32 applications however have nice, crisp, clear menu items.

I've tried checking the "align to device pixels" box, but it only gives a marginal improvement.

jwatte's picture

XNA, light mapping, specular

I've been working on a GPU accelerated light map generator for XNA for a little while. I'm using the light map only to tell shadow/light for each surface for each light, and then solving the basic light equation (ambient + diffuse + specular + emissive) per pixel, multiplied by shadow.

jwatte's picture

Drawing silhouetted characters behind smoke particle systems

A question came up on the XNA forums: "how do I draw the silhouettes of objects in red when they are covered by smoke?"

Here is my proposal on how to use destination alpha to do it:

0) When setting up the back buffer, make sure you get destination alpha:
  graphics.PreferredBackBufferFormat = SurfaceFormat.Color; // has alpha

jwatte's picture

Wood Textures

Textures that fall under the category of "wood" go here.

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