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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:
GraphiXNA v1.4.1.jpg
Last edited Apr 4 at 2:52 PM  by mahdi3466, version 13
Comments
eggy wrote  Mar 17 at 4:41 PM  
Truely impressed :) Within 3min of stumbling onto this my game had postprocessing. thankyou :)

Chanka wrote  Mar 27 at 7:43 AM  
Nice, but can it be used to apply a postprocess effect to a texture that does not fill all the display.
I want to draw a background without effect and upon it an image that does not fill all the background with a postprocess effect.

eggy wrote  Apr 7 at 4:04 PM  
Chanka: All that would be required is that you move your background draw code outside of the RenderTarget (ie, draw it to the buffer and not the target) and then draw all of your items which you want processed. I came across something similar a while ago where i had a cheap skybox component which was of course not being handled by the usual rendering chain and was being called by the base.Draw(GameTime gt) instead. So another option would be to move your "not-to-be-processed" code into components and make sure the call to base.Draw(GameTime gt) is being drawn to the buffer and not the RenderTarget. Not sure if that will help, not even sure it makes sense but meh, written to much to proof it now :P

hmGameDev wrote  Apr 18 at 12:28 AM  
This is Nice . Thanks .

Updating...