XNA Progress Post #1 – Lighting

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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.

Terry Butler