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December, 2006
Index
Categorized index of old blog posts
Recent Posts
The need for speed
Posted
over 6 years ago
by
Shawn Hargreaves - MSFT
No SpriteBatch in the cold and the dark
Posted
over 6 years ago
by
Shawn Hargreaves - MSFT
Return of the SpriteBatch: sorting part 3
Posted
over 6 years ago
by
Shawn Hargreaves - MSFT
SpriteBatch sorting part 2
Posted
over 6 years ago
by
Shawn Hargreaves - MSFT
SpriteBatch and SpriteSortMode
Posted
over 6 years ago
by
Shawn Hargreaves - MSFT
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December, 2006
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Shawn Hargreaves Blog
The need for speed
Posted
over 6 years ago
by
Shawn Hargreaves - MSFT
0
Comments
Chris To, one of the guys from the .NET Compact Framework team responsible for making XNA possible in the first place, writes good stuff about CPU performance and garbage collection on Xbox. Includes bonus links to more general CLR performance references...
Shawn Hargreaves Blog
No SpriteBatch in the cold and the dark
Posted
over 6 years ago
by
Shawn Hargreaves - MSFT
1
Comments
I thought I was done writing about SpriteBatch, but then Ultrahead asked for some examples of interesting things that can be done with custom renderstates, and I realized I do have more to say about that. On Thursday night, just as I was about to start...
Shawn Hargreaves Blog
Return of the SpriteBatch: sorting part 3
Posted
over 6 years ago
by
Shawn Hargreaves - MSFT
2
Comments
SpriteSortMode.Texture sorts sprites by texture. SpriteSortMode.BackToFront and SpriteSortMode.FrontToBack do the obvious thing. But what is the difference between the Immediate and Deferred sorting modes, and why should you care? These modes both draw...
Shawn Hargreaves Blog
SpriteBatch sorting part 2
Posted
over 6 years ago
by
Shawn Hargreaves - MSFT
10
Comments
Continuing from yesterday... Let's consider a practical example of how to sort sprites for good performance. Imagine I am making a game called Super Dromedary Racer Extreme , which requires a top down view of a piece of desert. My graphical elements...
Shawn Hargreaves Blog
SpriteBatch and SpriteSortMode
Posted
over 6 years ago
by
Shawn Hargreaves - MSFT
1
Comments
If graphics cards had personalities, they would be geeky and obsessively hard working. No signs of attention deficit disorder here! When a graphics card gets stuck into a job it likes to concentrate on a nice big meaty piece of work, and it doesn't...
Shawn Hargreaves Blog
Technicolor Julias
Posted
over 6 years ago
by
Shawn Hargreaves - MSFT
7
Comments
My friend George Foot suggested this improved version of the Mandelbrot shader I posted yesterday: float4 PixelShader(float2 texCoord : TEXCOORD0) : COLOR0 { float2 c = (texCoord - 0.5) * Zoom * float2(1, Aspect) - Pan; float2 v = 0; float m...
Shawn Hargreaves Blog
Some links
Posted
over 6 years ago
by
Shawn Hargreaves - MSFT
0
Comments
I like Lisp . I've never had the chance to write anything significant using it, but it always struck me as a fascinating and fundamentally cool programming language. ML and O'Caml are not Lisp, but they share some of the same functional programming ideas...
Shawn Hargreaves Blog
Sixty fractals per second
Posted
over 6 years ago
by
Shawn Hargreaves - MSFT
13
Comments
The Xbox GPU is a shading monster! I've written several Mandelbrot viewers over the years, but this is the first time I've ever been able to move around this at a rock solid 60 frames per second: The trick to making this fast is to...
Shawn Hargreaves Blog
Mysterious goings on in the night
Posted
over 6 years ago
by
Shawn Hargreaves - MSFT
5
Comments
Strange how the final stages of any software development project always seem to take place in the early hours of the morning! When I was in college and writing Allegro I would study for my music course during the day, then code at night. I had no internet...
Shawn Hargreaves Blog
Rendering a Model with a custom Effect
Posted
over 6 years ago
by
Shawn Hargreaves - MSFT
8
Comments
If you want to use your own effect for model rendering, you have basically two choices. You could just let the content pipeline do its stuff and then replace the output data with your own effect at runtime, or you could use a custom processor to specify...
Shawn Hargreaves Blog
Cornflower Blue
Posted
over 6 years ago
by
Shawn Hargreaves - MSFT
3
Comments
My colleague Eli decided it was time to join us cool blogging cats and start writing interesting things for y'all to read. If I had a prize, I'd give it to the first person who can figure out where his blog title comes from...
Shawn Hargreaves Blog
Joel Martinez on customizing the ContentManager
Posted
over 6 years ago
by
Shawn Hargreaves - MSFT
0
Comments
Joel Martinez has a nice example showing how to share resources between more than one ContentManager instance. There are actually a lot of really cool possibilities with this approach. For instance if you have a couple of textures that you know are...
Shawn Hargreaves Blog
What to extend in the content pipeline
Posted
over 6 years ago
by
Shawn Hargreaves - MSFT
3
Comments
A cheat sheet listing some common content pipeline extensibility patterns "I want to tweak my content in some way" Change the format or size of my textures Apply a custom effect to my models Convert a texture into a heightfield mesh ...
Shawn Hargreaves Blog
What happened to October?
Posted
over 6 years ago
by
Shawn Hargreaves - MSFT
1
Comments
I was just looking at my blog posting history (as you do...) and noticed I didn't post a single entry during the entire month of October. Come to think of it, I don't remember much about October at all. Signs of crunching to get XNA finished, perchance...
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