Graphics Reference
In-Depth Information
Note that many downloaded meshes may have counter-clockwise vertex winding.
When debugging rendering issues, it can sometimes be helpful to try disabling back-face
culling in the rasterizer state. This is done as shown in the following code snippet:
// No culling
context.Rasterizer.State = ToDispose(new RasterizerState(device, new
RasterizerStateDescription() {
FillMode = FillMode.Solid,
CullMode = CullMode.None,
}));
See also
F
In
Chapter 4
,
Animating Meshes with Vertex Skinning
, we extend the mesh renderer
to support animating our mesh, using a mesh's bones to perform vertex skinning.
F
For more information about working with the Visual Studio graphics content pipeline,
see
http://msdn.microsoft.com/en-us/library/vstudio/hh315737.
aspx
.
F
For instructions and general guidelines on how to export Blender scenes to
Autodesk FBX scenes, see
http://blog.diabolicalgame.co.uk/2011/07/
exporting-animated-models-from-blender.html
. These instructions
target the XNA content pipeline; however, most of the steps still apply,
especially with regards to the tips for preparing the Blender scene for export.
F
A large number of high quality Blender models/scenes are available for download
under various Creative Commons licenses from
www.blendswap.com
.
F
The Visual Studio graphics content pipeline build targets for C# can also be found
online at
http://spazzarama.com/2013/11/20/visual-studio-graphics-
content-pipeline-csharp-projects/
.