Lens Flare Occlusion Using Texture Masking and XNA

May 30, 2009 by Dave
Filed under: C#, Game Programming, XNA 

I have an article posted on Ziggyware that discusses an alternate method to hardware occlusion queries for checking sun visibility to control lens flare intensity.  The article is part of a contest so I can’t post it here until the contest has been over for awhile.  I can link to it however.

Lens Flare Occlusion Using Texture Masking and XNA

Hope everyone enjoys it.

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