Rendering 3D with Effects
Describes step-by-step procedures for using 3D graphics techniques.
In This Section
- 3D Pipeline Basics
The 3D graphics pipeline uses a graphics device to load resources and render a 3D scene using an effect. - Creating a Basic Effect
Demonstrates how to create and initialize an instance of the BasicEffect class and use it to draw simple geometry. - Using a Basic Effect with Texturing
Demonstrates how to create and draw a simple quad—two triangles that form a rectangle or square—using DrawUserIndexedPrimitives. - Rendering a Model with a Basic Effect
Demonstrates how to load and render a model using the XNA Framework Content Pipeline. - Creating a Custom Effect
Demonstrates how to create a custom effect that transforms an object and applies a texture. - Creating a Custom Effect with Texturing
Demonstrates how to use a custom effect and a texture to render a 3D object. - Drawing a Sprite Over a Model
Demonstrates how to draw a sprite so that it obscures a model. - Enabling Antialiasing (Multisampling)
Demonstrates how to enable antialiasing for your game. - Creating a Render Target
Demonstrates how to create a render target using the RenderTarget2D class. - Creating a State Object
Demonstrates how to create a state object using any of the state object classes: BlendState, DepthStencilState, RasterizerState, or SamplerState. - Creating a Custom Vertex Declaration
Demonstrates how to create a custom vertex declaration and use it to render a 3D object. - Drawing 3D Primitives using Lists or Strips
Demonstrates how to draw 3D primitives using lines and triangles arranged as strips or lists. - Dynamically Updating Vertex Data
Describes techniques for dynamically updating vertex data in an XNA Framework game. - Displaying Multiple Screens with Viewports
Demonstrates how to use viewports to display different scenes simultaneously using two cameras. - Creating a SkySphere
Demonstrates how to create an effect that will apply a skybox-style cube map to a sphere. - Creating a Depth Texture
Demonstrates how to create a texture that contains depth information for a scene using a render target and a custom effect. - Transformations and Collision Testing
Provides classes and methods for manipulating vectors and matrices.