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"How To" Articles

This section contains step-by-step procedures for certain 3D graphics techniques.

In This Section

How To: Check for Shader Model 2.0 Support
This example demonstrates how to determine if a graphics card supports Shader Model 2.0.
How To: Enable Antialiasing (Multisampling)
This example demonstrates how to use the GraphicsDeviceManager to enable antialiasing for your game. We use the CheckDeviceMultiSampleType method to determine what kind of antialiasing your game machine supports.
How To: Use BasicEffect
This example demonstrates how to create and initialize an instance of BasicEffect, initialize a vertex buffer that can be rendered by BasicEffect, and apply the effect and render the geometry.
How To: Render a Model
This example demonstrates how to load and render a model using the XNA Framework Content Pipeline.
How To: Create and Use a Custom Vertex
This example demonstrates how to create a custom vertex and use it to render a 3D primitive object.
How To: Draw Points, Lines, and Other 3D Primitives
In the XNA Framework, a 3D primitive is a special type of 3D shape that describes how the graphics device interprets vertices stored in a vertex array or vertex stream. This example demonstrates how to use the point, line, and triangle primitive types that are the basis for all low-level drawing calls in the XNA Framework.
How To: Create and Apply Custom Effects
This example demonstrates how to create a simple effect to set the diffuse color and world, view, and projection transformation of a 3D object.
How To: Draw a Model with a Custom Effect
This example demonstrates how to load a Model file and draw the Model using a custom Effect without modifying the Content Pipeline.
How To: Create Custom Texture Effects
This example builds on the demonstrations How To: Draw Points, Lines, and Other 3D Primitives and How To: Create and Apply Custom Effects to demonstrate how to create an effect to apply a texture to a 3D primitive object.
How To: Draw a Textured Quad
This example demonstrates how to create and draw a simple quad using DrawUserIndexedPrimitives.
How To: Use Viewports for Split Screen Gaming
This example demonstrates how to use the Viewport property to display different scenes to different parts of the screen.
How To: Create a SkySphere
This example demonstrates how to create an effect that will apply a skybox-style TextureCube ("cube map") to a sphere.
How To: Draw a Shadow
This example demonstrates how to draw a shadow using Matrix.CreateShadow and the stencil buffer.
How To: Use EffectParameters and EffectTechniques
This example demonstrates how to use EffectParameters objects to interface with effect variables, and use EffectTechniques to access different techniques in an Effect.
How To: Create a Depth Texture
This example demonstrates how to create a texture that contains depth information for a scene using a customized RenderTarget2D, DepthStencilBuffer, and a simple Effect.
How To: Implement Shadow Mapping
This example demonstrates how to use depth textures (that is, shadow maps) to create dynamic shadows in a scene. These shadows move when a light source moves, and are accurate against both flat and irregular surfaces.

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