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XNA 3.0 Game Programming Recipes: A Problem-Solution Approach
book

XNA 3.0 Game Programming Recipes: A Problem-Solution Approach

by Riemer Grootjans
May 2009
Intermediate to advanced content levelIntermediate to advanced
671 pages
18h 34m
English
Apress
Content preview from XNA 3.0 Game Programming Recipes: A Problem-Solution Approach
CHAPTER 5 ■ GETTING THE MOST OUT OF VERTICES
476
technique CustomVertexShader
{
pass Pass0
{
VertexShader = compile vs_1_1 CVVertexShader();
PixelShader = compile ps_2_0 CVPixelShader();
}
}
5-13. Work with Bump Mapping: Fixed Normal
The Problem
One of the main problems of a triangle is that it’s flat. If you render a large wall using two huge
triangles and cover it with a nice texture, the result will look disappointingly flat.
Youcanaddrealheightdetailtoatriangleonlybysplittingthetriangleupintosmaller
triangles, where you can define the 3D position of each vertex. This would, however, consume
toomuchoftheresourcesofyourPC. ...
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Publisher Resources

ISBN: 9781430218555Purchase Link