XNA Progress Post #1 – Lighting

June 27, 2009

At the moment, I’m still concentrating on transitioning to XNA, C# and HLSL, while revising some of the stuff I’ve done previously in OpenGL, but things are going okay in all.

So far, I’ve got a working prototype for a deferred shading setup with normal mapping:

Deferred Shading with Normal Mapping

Deferred Shading with Normal Mapping

I also have basic shadow mapping, but I still am yet to include it in the deferred shader. However, here’s what the basic forward lighting shader looks like at the moment:

Basic Shadow Mapping

Basic Shadow Mapping

This functionality will soon be imported into KnightEdit and the lights will be very easy to place, making for rich, well lit scenes.

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