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MonoGame Content Importers, Shaders, etc
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Animation copy only the elements with UsageIndex=0 to the CpuVertexBuffer May 4, 2019
Atlas [Atlas] various fixes Apr 22, 2019
Content.Pipeline
Graphics Add GraphicsImporters Nov 26, 2016
Native.Animation
Samples StaticLightMapChannels Sample Jun 18, 2019
Shaders [Deferred] detech v3.7 and fallback to the latest shader Apr 19, 2019
bin/Release
packages Add AtlasImporter May 13, 2017
Aether.Extras.PORTABLE.sln Add AtlasImporter May 13, 2017
Aether.Extras.W10.sln Add Deferred Shaders Dec 16, 2016
Aether.Extras.W8_1.sln Add Deferred Shaders Dec 16, 2016
Aether.Extras.WINDOWS.MG.sln
Aether.Extras.WINDOWS.XNA.sln StaticLightMapChannels importer Jun 18, 2019
Aether.Extras.WP7_1.sln Add AnimationImporters & tainicom.Aether.Animation Dec 13, 2016
Aether.Extras.WP8.sln
LICENSE First commit Nov 26, 2016
README.md Update Readme & License Jun 6, 2017
Samples.WINDOWS.MG.sln
Samples.WINDOWS.XNA.sln StaticLightMapChannels Sample Jun 18, 2019
Samples.WP8.sln Add Samples.Animation Dec 15, 2016

README.md

Aether.Extras

MonoGame Content Importers, Shaders, etc

Content Importers

  • 'Animation' - Import animations from a Model.
  • 'GPU AnimatedModel' - Import an animated Model.
  • 'CPU AnimatedModel' - Import an animated Model to be animated by the CPU. Based on DynamicModelProcessor, the imported asset is of type Microsoft.Xna.Framework.Graphics.Model where the VertexBuffer is replaced by a CpuAnimatedVertexBuffer. CpuAnimatedVertexBuffer inherits from DynamicVertexBuffer.
  • 'DDS Importer' - Import of DDS files (images, Cubemaps). Supports conversion from DTX to Color (ex. import DTX cubemaps for Android that doesn't support DXT compressed cubemaps).
  • 'RawModelProcessor' - Import 3D Models with a raw copy of Vertex/Index data for platforms that don't support GetData().
  • 'DynamicModel' - Base Processor to customize the build in Model. It allows to modify VertexBuffer & IndexBuffers, make them Dynamic and WriteOnly.
  • 'AtlasImporter' - Import sprite atlas. Supports .tmx files. Mipmaps are generated individually for each sprite, no color-leak.

tainicom.Aether.Animation

Play animated 3D models and support for CPU animation. CPU animation is optimized using unsafe code, writing directly to mapped VertexBuffer memory using reflection (DirectX) and unmanaged/C++ code (WP8.0).

tainicom.Aether.Shaders

  • 'FXAA' - MonoGame port of NVIDIA's FXAA 3.11 shader.
  • 'Deferred' - Deferred rendering.
  • 'InfiniteGrid' - Draws an Infinite Grid.
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