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Xen: Graphics API for XNA - Home

Xen helps you write faster, more reliable code by providing robust alternatives for many parts of the XNA Graphics API.

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Xen: Graphics API for XNA - Home | xen.codeplex.com Reviews
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Xen: Graphics API for XNA - Home | xen.codeplex.com Reviews

https://xen.codeplex.com

Xen helps you write faster, more reliable code by providing robust alternatives for many parts of the XNA Graphics API.

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1

Xen: Graphics API for XNA - Discussions

http://xen.codeplex.com/discussions

Project Hosting for Open Source Software. All Feedback is appreciated :-) Feel free to post your comments or show off your project! Aug 24, 2014. Sharing my personal advancement with Xen ;). Wrote: Ive been around for quite a long time reading stuff and asking a c. Wrote: Any chance you could provide the texture you used so i can see what. Jun 23, 2013. How to increase shadow mapping distance? Wrote: Hi Abuzer, While I am working on my specular map shader I am also. Jun 22, 2013. Apr 6, 2013. Jan 28, 2013.

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Xen: Graphics API for XNA - Documentation

http://xen.codeplex.com/documentation

Project Hosting for Open Source Software. By clicking Delete, all history, comments and attachments for this page will be deleted and cannot be restored. Change History (all pages). Reading these tutorials is highly. Recommended. They cover many aspects of the xen API - and will make learning xen much easier and faster. Xen API documentation can be downloaded as a CHM format from the Releases. Last edited Feb 27, 2011 at 12:51 AM. Oct 19, 2011 at 3:51 PM. May 21, 2010 at 9:29 AM. May 13, 2010 at 9:55 PM.

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Xen: Graphics API for XNA

http://xen.codeplex.com/stats

Project Hosting for Open Source Software. 000 downloads / visit. 017 downloads / day. 000 downloads / visit. 020 downloads / day. Download counts are for all publicly available releases, source code changesets, and wiki attachments. Mouse over a data point to see download traffic for that specific date. Version 8.21.2015.21031.

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Xen: Graphics API for XNA - Source Code

http://xen.codeplex.com/SourceControl/latest

Project Hosting for Open Source Software. Only project members can connect to the project using TFS. Non-members may use Subversion to access the repository. To connect using Subversion. For more information on connecting to CodePlex projects using Team Foundation Server or Subversion, please see these instructions. Quick Start Guide.txt. Xen unregister FX.bat. Click an item in the panel on the left to view the contents here. Version 8.21.2015.21031.

5

Xen: Graphics API for XNA - People

http://xen.codeplex.com/team/view

Are you sure you want to leave this project? Project Hosting for Open Source Software. Project Member since Oct 5, 2008. Project Member since Apr 5, 2013. Follower since Mar 9, 2016. Follower since Jul 17, 2014. Follower since Jun 30, 2014. Follower since Feb 28, 2014. Follower since Jan 2, 2014. Version 8.21.2015.21031.

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CodePlex - philippedasilva

http://www.codeplex.com/site/users/view/philippedasilva

Project Hosting for Open Source Software. Member Since May 25, 2007. Last Visit August 3, 2012. User prefers to not be contacted. No personal statement has been written. No activity in the last 60 days. Xen: Graphics API for XNA. Version 8.21.2015.21031.

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CodePlex - roonda

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Project Hosting for Open Source Software. Member Since June 12, 2008. Last Visit December 6, 2012. No personal statement has been written. No activity in the last 60 days. Xen: Graphics API for XNA. Version 8.21.2015.21031.

iwasbeingirony.blogspot.com iwasbeingirony.blogspot.com

I Was Being Irony: Film Squared

http://iwasbeingirony.blogspot.com/2010/05/film-squared.html

I Was Being Irony. Posts about Graphics and the Games Industry. Tuesday, 11 May 2010. Sometimes you mess up, sometimes it looks good. Previously I'd mentioned the film approximation tone mapping equation. film(colour). Well, this is what sqrt(film(colour*colour) looks. Subscribe to: Post Comments (Atom). I am a programmer at Geomerics, a graphics and lighting middleware company located in Cambridge, UK. In my spare time I maintain an open graphics API built on XNA:. View my complete profile.

iwasbeingirony.blogspot.com iwasbeingirony.blogspot.com

I Was Being Irony: The difference between RGBM and RGBD

http://iwasbeingirony.blogspot.com/2010/06/difference-between-rgbm-and-rgbd.html

I Was Being Irony. Posts about Graphics and the Games Industry. Sunday, 20 June 2010. The difference between RGBM and RGBD. If you want to encode high dynamic range, but can't afford a high precision format (such as FP16), then RGBM is an great option. But what about it's often neglected brother, RGBD? What is the difference, and when should they be used? In this short post, I intend to highlight some of the subtle differences. First, and overview of RGBM:. Return rgbm.rgb * (rgbm.a * MaxRange);. On the ...

iwasbeingirony.blogspot.com iwasbeingirony.blogspot.com

I Was Being Irony: Is this thing on?

http://iwasbeingirony.blogspot.com/2010/04/is-this-thing-on_09.html

I Was Being Irony. Posts about Graphics and the Games Industry. Friday, 9 April 2010. Is this thing on? As a programmer, there is nothing better than an obsessive attention to detail. The ability to make logical connections between cause and effect, often from the smallest morsel of information is simply invaluable. As a person trying to get to sleep, there is nothing worse than an obsessive attention to detail. Often your most valuable abilities can also be the hardest to live with. Is this thing on?

iwasbeingirony.blogspot.com iwasbeingirony.blogspot.com

I Was Being Irony: The Incredible Importance of Shadow Mapping

http://iwasbeingirony.blogspot.com/2010/05/incredible-importance-of-shadow-mapping.html

I Was Being Irony. Posts about Graphics and the Games Industry. Saturday, 8 May 2010. The Incredible Importance of Shadow Mapping. He looks scary enough as it is! Subscribe to: Post Comments (Atom). I am a programmer at Geomerics, a graphics and lighting middleware company located in Cambridge, UK. In my spare time I maintain an open graphics API built on XNA:. View my complete profile. The Incredible Importance of Shadow Mapping.

iwasbeingirony.blogspot.com iwasbeingirony.blogspot.com

I Was Being Irony: Contemplating future Programming Languages, part 1

http://iwasbeingirony.blogspot.com/2010/04/contemplating-future-programming.html

I Was Being Irony. Posts about Graphics and the Games Industry. Thursday, 15 April 2010. Contemplating future Programming Languages, part 1. Here is a tricky question: What will the average CPU look like in 2020? Will it be,. A: An evolution of current desktop CPUs? A number of powerful cores, all very good at maintaining high efficiency. B: An evolution of console CPUs/Larrabee? A large number of cores that are very fast, but struggle with sub-optimal code. C: An evolution of the GPU? Contemplating futu...

iwasbeingirony.blogspot.com iwasbeingirony.blogspot.com

I Was Being Irony: June 2010

http://iwasbeingirony.blogspot.com/2010_06_01_archive.html

I Was Being Irony. Posts about Graphics and the Games Industry. Sunday, 20 June 2010. The difference between RGBM and RGBD. If you want to encode high dynamic range, but can't afford a high precision format (such as FP16), then RGBM is an great option. But what about it's often neglected brother, RGBD? What is the difference, and when should they be used? In this short post, I intend to highlight some of the subtle differences. First, and overview of RGBM:. Return rgbm.rgb * (rgbm.a * MaxRange);. On the ...

iwasbeingirony.blogspot.com iwasbeingirony.blogspot.com

I Was Being Irony: May 2010

http://iwasbeingirony.blogspot.com/2010_05_01_archive.html

I Was Being Irony. Posts about Graphics and the Games Industry. Tuesday, 11 May 2010. Sometimes you mess up, sometimes it looks good. Previously I'd mentioned the film approximation tone mapping equation. film(colour). Well, this is what sqrt(film(colour*colour) looks. Saturday, 8 May 2010. The Incredible Importance of Shadow Mapping. He looks scary enough as it is! Subscribe to: Posts (Atom). I am a programmer at Geomerics, a graphics and lighting middleware company located in Cambridge, UK.

iwasbeingirony.blogspot.com iwasbeingirony.blogspot.com

I Was Being Irony: Approximating Film with Tonemapping

http://iwasbeingirony.blogspot.com/2010/04/approximating-film-with-tonemapping.html

I Was Being Irony. Posts about Graphics and the Games Industry. Monday, 19 April 2010. Approximating Film with Tonemapping. I now realise that a bunch of this post is a complete load of rubbish. The film approximation does have nice black compression. It's just subtle, and doesn't show up in the linear graph (doh! Recently, I finished up a big tutorial. For HDR rendering techniques. This tutorial covered Tone Mapping and Gamma Correction. If you are not aware of Gamma Correction or Tone Mapping:. Which i...

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