GraphiXNA Shading Library is a GPU-based image processing library and material system, written in C# for XNA by Mahdi Khodadadi Fard designed to make games easier and more intuitive for developers to produce games and demos on both Windows and XBox 360 utilizing full power of GPU.
GraphiXNA v1.5 (2008-April-04)
Current Features:
- Windows and XBox 360 Support
- 21 Post Process Effects
- Powerful Material System
- Diffuse Mapping
- Normal Mapping
- Parallax Mapping
- Relief Mapping
- Many Materials are comming
- Camera
- Cubemap SkyBox
- Completly Stand-Alone DLL
- Completly Open-Source Code (C# and HLSL)
- High Performance
- Really Easy to Use
- Easy to Extend
- Does not reference Microsoft.Xna.Framework.Game
Planned Features:
- Shadows
- Environmental Reflection
- Heat Haze
- Particle System
- More Post Process Effects
- More Materials
- Documentation
v1.5 Changes:
- Added Relief Mapping
- Added Diffuse Mapping
- Now you can change light source without need for Begin()-End()
- Changing parameters on an instance of effect will not impact on other instances.
- MultiPassPostProcess and SinglePassPostProcess removed, now all post effects derive from PostProcessBase
v1.4.1 Changes:
- Added Normal Mapping
- Added Parallax Mapping
- Fixed problems in some Post Process effects.
v1.4 Changes:
- GraphiXNA.resources is removed.
- This version has completly a different API and it is easier to use and simpler, but more powerful and extendable.
- Skybox Added.
- Fixed bugs in some shader codes.
- Fixed problems with Gaussian Blur.
- Lots of small changes.
Big Plus:
- If you declare and assign an effect multiple times, shader code will be assigned only once on the graphix card.
Screen Shot:
|