Comments (5)
I've made @discosultan's suggested changes in my fork of this project here, if you are still interested in implementing in UWP:
PenumbraUWP Fork
Here is a video of how to use it
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@Nixxs That's super cool! Thanks for sharing!
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@Nixxs Awesome, thank you very much!
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I currently don't have time/plans to look at this but I'd encourage you to try creating your own MonoGame UWP game, turn it into a class library and add the source files of Penumbra project.
It should all be fairly straightforward except for the shader effects which are included to the assembly through a Resource.resx file and loaded at runtime using a ResourceContentManager
instead of ContentManager
. I'm not sure if .resx files work the same way in UWP apps (haven't worked much with UWP).
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No worries, thanks for the great library!
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Related Issues (20)
- Penumbra with RenderTarget2D and PointClamp sampler state HOT 2
- PointClamp Penumbra and RenderTarget2D again.. HOT 2
- Support for MonoGame 3.7.1 HOT 5
- No lights drawn on WindowsDX HOT 3
- Tweak color of unlit areas
- How to use it within a tileengine?
- [Question]: Is there a way to detect which hulls are affected by light? HOT 3
- Visual artifact
- Stretching viewport to window bounds
- Not Updating on Hull removal. HOT 8
- [Question]: Is there a way I can change the layer depth at which individual shadows are cast? HOT 2
- Support MonoGame 3.8 HOT 5
- Occluded ShadowType working incorrectly? HOT 2
- Installing Penumbra HOT 5
- Normal map support HOT 1
- Transforming Penumbra with Camera? HOT 2
- FNA-XNA Support?
- Smaller Render Targets
- Support for MonoGame 3.8.1 HOT 3
- Limit the penumbra effect to a specific area? HOT 2
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