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<?xml-stylesheet type="text/xsl" href="http://blogs.msdn.com/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>The delights of DualTextureEffect</title><link>http://blogs.msdn.com/b/nicgrave/archive/2010/09/29/the-delights-of-dualtextureeffect.aspx</link><description>When I started on my AppWeek game , I wanted to build the game using the Reach profile as much as possible so I could more easily reuse the graphics part on Windows Phone. I was pretty close; the only piece of my game that didn’t directly convert to Windows</description><dc:language>en-US</dc:language><generator>Telligent Evolution Platform Developer Build (Build: 5.6.50428.7875)</generator><item><title>re: The delights of DualTextureEffect</title><link>http://blogs.msdn.com/b/nicgrave/archive/2010/09/29/the-delights-of-dualtextureeffect.aspx#10147902</link><pubDate>Wed, 30 Mar 2011 20:15:57 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:10147902</guid><dc:creator>Antti</dc:creator><description>&lt;p&gt;How are you setting the UV coords for your textures? I mean you must be using tiling for the textures, so multiple faces have the same UV coords, right? So, how can you set the UV coords for the ambient occlusion texture so that they are not tiling?&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.msdn.com/aggbug.aspx?PostID=10147902" width="1" height="1"&gt;</description></item><item><title>re: The delights of DualTextureEffect</title><link>http://blogs.msdn.com/b/nicgrave/archive/2010/09/29/the-delights-of-dualtextureeffect.aspx#10099865</link><pubDate>Fri, 03 Dec 2010 07:10:41 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:10099865</guid><dc:creator>Roger Sall</dc:creator><description>&lt;p&gt;Please give us some code ,thanks a lot.&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.msdn.com/aggbug.aspx?PostID=10099865" width="1" height="1"&gt;</description></item><item><title>re: The delights of DualTextureEffect</title><link>http://blogs.msdn.com/b/nicgrave/archive/2010/09/29/the-delights-of-dualtextureeffect.aspx#10069758</link><pubDate>Thu, 30 Sep 2010 10:21:26 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:10069758</guid><dc:creator>Stefan Kamoda</dc:creator><description>&lt;p&gt;I&amp;#39;ve written a ton of posts on XNA and lightmaps on my blog &lt;a rel="nofollow" target="_new" href="http://copypastepixel.blogspot.com"&gt;copypastepixel.blogspot.com&lt;/a&gt; :)&lt;/p&gt;
&lt;p&gt;The most recent post shows a character and environment lit with a static light volume and a dynamic sun with shadows. The combination works quite well.&lt;/p&gt;
&lt;p&gt;I&amp;#39;ve also written a fast global illumination lightmap renderer in XNA which runs on the GPU. Recent posts cover light volume rendering but older posts talk about the light map renderer.&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.msdn.com/aggbug.aspx?PostID=10069758" width="1" height="1"&gt;</description></item><item><title>re: The delights of DualTextureEffect</title><link>http://blogs.msdn.com/b/nicgrave/archive/2010/09/29/the-delights-of-dualtextureeffect.aspx#10069525</link><pubDate>Wed, 29 Sep 2010 21:41:03 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:10069525</guid><dc:creator>NickGravelyn</dc:creator><description>&lt;p&gt;You can easily use lightmaps for outdoor scenes and get all the same benefits; it just makes it harder to support changing time-of-day. You probably could find ways to blend/animate between baked lightmaps, but you could also consider whether the game needs dynamic time-of-day altogether. ;)&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.msdn.com/aggbug.aspx?PostID=10069525" width="1" height="1"&gt;</description></item><item><title>re: The delights of DualTextureEffect</title><link>http://blogs.msdn.com/b/nicgrave/archive/2010/09/29/the-delights-of-dualtextureeffect.aspx#10069515</link><pubDate>Wed, 29 Sep 2010 21:21:30 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:10069515</guid><dc:creator>Jamie</dc:creator><description>&lt;p&gt;One thing I have always wonder is one could do this approach for outdoors under a moving sun? Would you bake a handful of different lightmaps for the sun at different angles? Or is using lightmaps a bad idea for this case? (I bring this up because I always see lightmaps used indoors but rarely outdoors)&lt;/p&gt;
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