

A distressed, murky wood. Fences, docks, etc.
includes:
Size: 2048x2048

A rich, brown wood, somewhat worn. Perfect for hardwood floors.
includes:
Size: 2048x2048

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


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.

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.

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.

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

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