Shawn Hargreaves Blog
PDC talks are now available to download in WMV or MP4 format, as well as for online streaming.
Mine is here:
That's gotta be the nicest speaker shirt of any conference I spoke at so far! :-)
The one thing that always puzzles me about using custom types with the content pipeline, is that you copy/paste it between the 2 projects. What exactly is wrong with creating another project that holds all the common data for all projects and place these classes there, so you can reference this common project in both the main project and the content pipeline extension?
@SJ - nothing - you can do that - works great for basic types.
Bear in mind though that sometimes the pipeline and runtime types will be different for your 'common' type (e.g. Texture2d vs Texture2dContent) - which obviously makes it no longer common :-)
Where is the whole list?
> Where is the whole list?
Follow the link above and click the "Guide" button.
A lot of interesting Content related things in your talk :) Could the sprite sheet concept be used for Texture2D's? I mean Texture maps you would normally apply to a 3D Model. using SourceRectangles seems exclusive to SpriteBatch.
(I was thinking about re-scaling the model UV's when they are processed, can the UV info be accessed using one of the current Importer/Processor classes?)
Absolutely, sprite sheets (which are usually called a texture atlas in this context) can be a great technique for optimizing 3D rendering. They can be constructed automatically in a processor, and are also often made manually by artists, who will combine many images into one texture and then just map it appropriately in their modelling program.
The major limitation is that texture atlases do not work for tiled texture maps (for obvious reasons).
Is the source code of the demo available for download?
> Is the source code of the demo available for download?
Not at the moment.
Some of it is pretty ugly, so I'm not sure how I'd feel about letting other people see it :-(
Your presentation was way above the other guys, you made them look stupid!
Great talk Shawn! We want to see more sessions with you on upcoming events. :)
Way to little XNA at Microsofts events, really don't see why.
It would be awesome if XNA supported lossless texture formats in the content pipeline like PNG. DXT is good but too lossy to be used for fonts or detailed art assets. This would not only reduce file size but also help load times on Windows Phone 7 where the data transfer has a considerable performance hit.
Sure, it's possible to just read PNGs at runtime but this is messy/impossible for other things that use textures like fonts, etc.