Ladies and gentlemen, I present you with the most epic of tutorials: Using PIX With XNA.
If you’ve ever implemented a deferred renderer, you know that one of the constant struggles is keeping your G-Buffer small enough as to be reasonable in terms of bandwidth and your number of render targets.
I remember reading someone say on gamedev.net that at some point everyone tries to write their own UI system, and usually gets it wrong. Apparently he’s right (or at least about the first part), because I’ve gone ahead and written a menu/UI system.
Picking up where I left off…
While the idea of deferred shading/deferred rendering isn’t quite as hot as it was year or two ago (OMG, Killzone 2 uses deferred rendering!), it’s still a cool idea that gets discussed rather often.
First things first: what am I talking about? I’m talking about something that finds great use for deferred rendering: reconstructing the 3D position of a previously-rendered pixel (either in view-space or world-space) from a single depth value
One of the neat features I wanted it to have was the ability to add a model to my game’s Content project so that you wouldn’t have to manually do it through Visual Studio. And sincethe Content Pipeline uses MSBuild, this is easy to do.