Author Archives: jcoluna

About jcoluna

Game developer and musician

XNA: Adding fog to a LPP (or deferred) pipeline

Hi folks, After a long delay, here is one more gift for you: how to add fog to your scene. I will talk about global fog, although it can be easily extended to local fog volumes like spheres, cubes, etc. … Continue reading

Posted in XNA | Tagged , , , , | 39 Comments

Light Shafts + Tone Mapping

Greetings strangers! This time I will show you a simple approach to an effect that will help our renderer to have a more “artistic” look: the light shafts, also known as god-rays. Needless to say that the source code + assets are … Continue reading

Posted in XNA | Tagged , , , , , , , , | 33 Comments

XNA: Creating a Game Framework

Hi all, After a long time, I’m back! I’m also back to Brazil, for good, and it took me a while to settle down and start writing again. This time I won’t talk about any fancy graphics technique or rendering … Continue reading

Posted in XNA | Tagged , , , | 10 Comments

XNA Light Pre-Pass: Instancing

Almost anyone out there wants to output as many meshes/triangles/details as possible. We know that individual draw calls can hurt performance, so it would be nice if there was a way to draw lots of meshes using a single draw call. … Continue reading

Posted in XNA | Tagged , , , , , | 27 Comments

XNA Light Pre-Pass: ambient light, SSAO and more

Hi folks, I’ve added a few improvements to the LPP renderer, to make it shine: ambient lighting using cubemaps, SSAO, an example of a dual-layer shader and some other small changes. Here is a screenshot: As usual, the full source … Continue reading

Posted in XNA | Tagged , , , , , , | 22 Comments

XNA Light Pre-Pass: culling, blending and particles

After the shortest Summer in my life, I’m back! Thanks to all who donated, I’m almost buying a Xbox360 with the money from this blog! This time I will release the feature that everybody was asking for: blending! I’m not … Continue reading

Posted in XNA | Tagged , , , , , , | 23 Comments

XNA Light Pre-Pass: Skinned Meshes

Skinned animation is one of the most common animation techniques today (if not the most), so I couldn’t have left it out of this series. You can find more about it here. The main idea behind it is to store … Continue reading

Posted in XNA | Tagged , , , | 27 Comments