Working on Effects pipeline
by shinali
I've got a preliminary version of the Effects pipeline implemented under MonoXNA and I can confirm the shaders are at least running. Unfortunately, I had to do some things backwards compared to XNA 3.1 in order to apply the effect, due to the way MonoXNA was originally structured. I'll be looking to fix this up as I'd rather have as little code modifications to Bastion as possible. Right now I'...
I've got a preliminary version of the Effects pipeline implemented under MonoXNA and I can confirm the shaders are at least running. Unfortunately, I had to do some things backwards compared to XNA 3.1 in order to apply the effect, due to the way MonoXNA was originally structured. I'll be looking to fix this up as I'd rather have as little code modifications to Bastion as possible.
Right now I'm working on a quick effect I've written to test the pipeline, which was actually based on a shader from Bastion. It draws two textures and fades them in together. Currently it just shows black squares, which would've suggested to me a faulty program, but I've adjusted the alpha in the shader and it just came with a more transparent black square. For some reason it's not getting the color from the texture correctly, which I'm inclined to think I'm not getting the right TexCoords as this shader doesn't use an accompanying vertex shader.
To think, after I deal with all this graphics stuff, I'd have to start messing with audio which I've never even programmed before. Fun.
EDIT:
Spoke too soon. Was an idiot and didn't attach the texture to the sampler properly. Looks like it's working, except for the weird flickering. Going to make quick modifications about the binding of textures and check out the original effect.