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Recent Posts
DirectXTK now includes SpriteFont
Posted
24 days ago
by
Shawn Hargreaves - MSFT
A reusable, reflection based command-line parser
Posted
1 month ago
by
Shawn Hargreaves - MSFT
CreateThread for Windows 8 Metro
Posted
2 months ago
by
Shawn Hargreaves - MSFT
SpriteBatch and BasicEffect for C++ Direct3D 11
Posted
2 months ago
by
Shawn Hargreaves - MSFT
Bloom on Windows Phone
Posted
4 months ago
by
Shawn Hargreaves - MSFT
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Shawn Hargreaves Blog
DirectXTK now includes SpriteFont
Posted
24 days ago
by
Shawn Hargreaves - MSFT
5
Comments
The DirectX Tool Kit ( DirectXTK ) has been updated with the addition of a SpriteFont implementation, similar to the one in XNA. Get it here: DirectXTK.zip Shamelessly plagiarizing the readme file : This is a native D3D11 implementation of a bitmap font...
Shawn Hargreaves Blog
A reusable, reflection based command-line parser
Posted
1 month ago
by
Shawn Hargreaves - MSFT
3
Comments
I often find myself writing little throwaway utilities to help with other tasks, and many of these utilities need to parse command lines. There are myriad ways to do this in C#, ranging from the quick and dirty to the infinitely flexible and confusing...
Shawn Hargreaves Blog
CreateThread for Windows 8 Metro
Posted
2 months ago
by
Shawn Hargreaves - MSFT
5
Comments
The WinRT programming environment, which is used to create Metro applications for Windows 8, replaces the old Win32 threading APIs such as CreateThread with a new ThreadPool::RunAsync API. This is generally a good thing (ThreadPool is better than CreateThread...
Shawn Hargreaves Blog
SpriteBatch and BasicEffect for C++ Direct3D 11
Posted
2 months ago
by
Shawn Hargreaves - MSFT
33
Comments
Over the Christmas break I spent some time porting the built-in XNA effects (BasicEffect, SkinnedEffect, etc.) to native C++ using Direct3D 11. Finding that strangely enjoyable, I went on to make a C++ version of SpriteBatch, and also ported the XNA Primitives...
Shawn Hargreaves Blog
Bloom on Windows Phone
Posted
4 months ago
by
Shawn Hargreaves - MSFT
5
Comments
Ok, silliness aside , is it possible to implement an efficient bloom effect on Windows Phone without custom shaders? Bloom consists of three operations: Identify which parts of the image should be bloomed Blur those parts Combine blurred bloomy bits with...
Shawn Hargreaves Blog
Voting results are in!
Posted
4 months ago
by
Shawn Hargreaves - MSFT
3
Comments
Thanks for the comments about what I should write about next . Hopefully I managed to count these more accurately than the Iowa Republican party :-) C++ 16 How GPU’s work 11 3D math 10 Game design 10 SIMD optimization 3 Of course my blog...
Shawn Hargreaves Blog
Is SpriteBatch Turing complete?
Posted
4 months ago
by
Shawn Hargreaves - MSFT
6
Comments
Time for some end-of-year silliness... Inspired by this recent Twitter exchange: Scionwest - @shawnhargreaves @nickgravelyn How about post processing for WP7? I've seen people do Bloom effects and thought P.P. was not part of WP7? nickgravelyn - @Scionwest...
Shawn Hargreaves Blog
What should I write about next?
Posted
4 months ago
by
Shawn Hargreaves - MSFT
59
Comments
I have a couple more articles planned about aliasing and motion blur, but am curious to hear where you would like me to take this blog next. Some topics I am considering: C++ . Dirty secret: although I've mostly blogged about C# programming, much...
Shawn Hargreaves Blog
From games to telephones
Posted
5 months ago
by
Shawn Hargreaves - MSFT
43
Comments
After six years working on XNA, I decided it was time to take on a new challenge. I am moving to the Windows Phone team, where I will be working on things I'm not sure how much I can say about here (leaking future business plans on MSDN might...
Shawn Hargreaves Blog
Temporal sampling frequency (aka 'framerate')
Posted
6 months ago
by
Shawn Hargreaves - MSFT
6
Comments
Game player: " d00d, teh framerate totally sux0rz! " Game developer: " we are experiencing aliasing due to low sampling frequency along the temporal axis... " One of the many decisions that goes into making a game is whether...
Shawn Hargreaves Blog
Stand still and they won't see you
Posted
6 months ago
by
Shawn Hargreaves - MSFT
1
Comments
So far I have written about aliasing in the context of rendering single images, but neglected to consider what happens when we string a series of images together, attempting to create the illusion of smooth motion. Animation introduces the temporal...
Shawn Hargreaves Blog
Shader aliasing
Posted
6 months ago
by
Shawn Hargreaves - MSFT
4
Comments
Looking through my backlog of half written articles, I realized I have a couple more topics in my series about antialiasing , which I had entirely forgotten about! Oops... Actually, though, today is a good day to finish this article. Forget...
Shawn Hargreaves Blog
RIP John McCarthy
Posted
7 months ago
by
Shawn Hargreaves - MSFT
3
Comments
What a sad month for those of us who program computers. Take a moment to reflect on this paper , published in April 1960: No provision need be made for the user to program the return of registers to the free-storage list. This return takes place automatically...
Shawn Hargreaves Blog
Silverlight 3D and the composition thread
Posted
7 months ago
by
Shawn Hargreaves - MSFT
1
Comments
A simple test Load the Silverlight 5 port of the XNA bloom sample (which you can find in c:/Program Files (x86)/Microsoft SDKs/Silverlight/v5.0/Toolkit/Sep11/Source/Sample source code.zip/Xna after installing the Silverlight toolkit). Run it, and...
Shawn Hargreaves Blog
Game timing in Silverlight 5
Posted
7 months ago
by
Shawn Hargreaves - MSFT
3
Comments
One thing missing from the new 3D functionality in Silverlight 5 is an equivalent of the XNA Game class. I previously wrote about how to provide XNA style Update and Draw methods in a WinForms environment . What is the Silverlight equivalent...
Shawn Hargreaves Blog
Silverlight 5 version of Ito's XNA AppWeek game
Posted
7 months ago
by
Shawn Hargreaves - MSFT
5
Comments
Could this be the first ever 3D Silverlight game? My colleague Ito ported the rail shooter that he originally wrote for AppWeek 2010 to use the new 3D features in Silverlight 5 . First get the SL5 RC plugin (if you don't have it already). ...
Shawn Hargreaves Blog
Silverlight 5 brings XNA 3D to the web
Posted
7 months ago
by
Shawn Hargreaves - MSFT
20
Comments
I have been remiss in not mentioning this on my blog before, but if you are an XNA developer who hasn't been paying attention to Silverlight 5, now might be a good time to start! A quick history: At the MIX11 conference in April, we announced...
Shawn Hargreaves Blog
Content pipeline builds no longer need a D3D device starting in the XNA Game Studio 4.0 Refresh Beta 2
Posted
10 months ago
by
Shawn Hargreaves - MSFT
3
Comments
(shamelessly stealing the title of a post by my colleague Aaron) In fact, why don't I let him provide the content as well as title: http://blogs.msdn.com/b/astebner/archive/2011/07/07/10184338.aspx
Shawn Hargreaves Blog
XNB file format documentation
Posted
10 months ago
by
Shawn Hargreaves - MSFT
22
Comments
Recent silence notwithstanding, I'm still here, and will have more to say about aliasing as soon as I find myself less busy! In the meantime, check out this latest App Hub release: http://create.msdn.com/en-US/sample/xnb_format This article documents...
Shawn Hargreaves Blog
Reza's blog
Posted
11 months ago
by
Shawn Hargreaves - MSFT
0
Comments
My colleague Reza recently started a blog at http://blogs.msdn.com/b/rezanour . He already has some good posts about vector math, and is a smart guy so I'm betting will be writing many interesting things in the future :-)
Shawn Hargreaves Blog
Geometry aliasing
Posted
over 1 year ago
by
Shawn Hargreaves - MSFT
5
Comments
Back when multisampling first showed up, GPU hardware was slow, so triangle counts were low. Complex curved shapes were approximated by a small number of faceted triangles, each of which was big enough to cover many screen pixels. This created an...
Shawn Hargreaves Blog
Antialiasing alpha cutouts
Posted
over 1 year ago
by
Shawn Hargreaves - MSFT
11
Comments
Alpha cutouts (where you use the alpha channel of a texture to determine the shape of a sprite or billboard) are the cause of many an aliasing problem. There are basically two ways to do alpha cutouts, both tragically flawed. Alpha blended cutouts...
Shawn Hargreaves Blog
Antialiasing source textures
Posted
over 1 year ago
by
Shawn Hargreaves - MSFT
4
Comments
This is almost too obvious to be worth pointing out, but no amount of clever tricks like bilinear filtering and mipmapping will help if your input data is itself already aliased! Yet the example texture used in my previous post had nasty pixelization...
Shawn Hargreaves Blog
Texture aliasing
Posted
over 1 year ago
by
Shawn Hargreaves - MSFT
0
Comments
Aliasing can occur any time you resample a texture , for instance to scale it, rotate it, or map it onto a 3D model. Thanks to our friend the Nyquist threshold , the resulting problems get worse the lower a frequency you sample at, ie. the smaller you...
Shawn Hargreaves Blog
Multisampling
Posted
over 1 year ago
by
Shawn Hargreaves - MSFT
7
Comments
Multisampling is a compromise for people who really want to use supersampling , but can't afford it. The idea is simple: instead of increasing the resolution for all rendering, what if we do triangle rasterization and depth/stencil tests at the higher...
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