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Published on Jan 22, 2011
This is what we learned to code in-class in HLSL with XNA 3.0. We've got; - Array of vertices positioned based on heightmap - Texture on mountains is more detailed closer to the camera - Fog (everything further away is more bright)
- Skybox (sphere around camera rendered before anything else, displaying the sky)
- Water -- Reflection (reflecting everything above waterlevel) -- Refraction (Distorting everything below waterlevel) -- Fresnel (Looking straight into the water U see more trough the water, and looking from an angle U see more reflection) -- Multiple moving normalmaps effecting reflection and refraction (Making the water "Move") -- Specular (highlighting tips of waves giving it the glossy-water feel)
Note: Some shadows look cell-shaded but that's just because of the screenrecording program...