Recap of mikebmcl’s posts
Michael B. McLaughlin's had quite a few interesting posts in the last month, so here we are, recapping them for your reading pleasure:
- List of Commonly Used Value-Types in XNA Games
- XNA RenderTarget2D Sample
- ANTS Memory Profiler 7 Review
- CheckMemoryAllocationGame Sample
- Tips for XNA WP7 Developers
There they are. Goldmine of information!
Render Target Changes in XNA Game Studio 4.0
The Shawn of Hargreaves details the changes to the render target API in XNA Framework 4.0. The high level summary of these changes are:
RenderTarget2Dinherits fromTexture2DandRenderTargetCubefromTextureCubeto properly denote the Is-a in the API (no moreRenderTarget*.GetTexture())- Multiple render targets are set at once without explicitly specifying its index and all previous set render targets are unset automatically
- An optional depth buffer for a render target is now a property of the render target itself, which might be shared across multiple render targets if certain conditions are met
For the motivation and details of these changes see Rendertarget changes in XNA Game Studio 4.0.
Article : Realistic Soft Edged Water In XNA
by X-Tatic
Still water bodies are a powerful distinguishing factor for identifying an outdoor scene. The nature of this water, such as a lake, makes it challenging to render efficiently while still maintaining a believable sense of realism. There are several factors that need to be considered when rendering such a water body and in this article I will cover each one while presenting the technical details.
Article: Fur Rendering

by Catalin Zima
In this article, you will see how you can render fur in your XNA games. At first, we will look over the technique use to render the fur, then we will look at several improvements that can be done, and in the end, we will apply it to a model.
Article: Simply Rendertargets
by Conkerjo
This article describes how to use RenderTargets to draw a portion of the screen or an image using SpriteBatch.
