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/ .
 
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