Search found 5 matches

by imjinc2k
Wed Apr 02, 2008 6:38 pm
Forum: Project Announcements
Topic: irrCg v0.8 (Initial) - CgFX (Texture States, MultiPass etc.)
Replies: 227
Views: 113117

I can't thank you enough for this work. I've been using RenderMonkey and GLSL for my shaders, but really wanting to play more with FX Composer since Nvidia's preset library is way superior to what comes with Rendermonkey. When found your stuff a few hours after your last post, and the site was down,...
by imjinc2k
Mon Apr 23, 2007 10:44 pm
Forum: Beginners Help
Topic: skydome/skybox real time
Replies: 4
Views: 635

I've been studying this guy's atmospheric scattering shader (GLSL) for the same purpose. I know this Beginner's Help, but the quality and speed of this method is incredible. Plus I find that for a detailed skydome with stars, gradients, etc, to look good at 1280x1024, the actual texture needs to be ...
by imjinc2k
Mon Apr 23, 2007 10:17 pm
Forum: Advanced Help
Topic: Render Burning Object (ie.building) with deformation?
Replies: 5
Views: 1178

I'm thinking use a vertex shader for the deformation, and a pixel shader with sliding alpha texture to create 'holes' in the wall. I've never personally used a VS for deformation before. I've only seen the results. You may not even need to slide the texture. If you applied a static alpha 'rip' textu...
by imjinc2k
Sun Apr 22, 2007 11:48 pm
Forum: Advanced Help
Topic: Making a scripting language for Irlicht?
Replies: 22
Views: 2442

Battlefield 2 and 2142 use Python game logic and scripting. Using a language people already know, rather than writing your own, means your game can have a thriving modding community if you choose. Nobody wants to learn a homegrown pseudolanguage that they'll never ever, ever use again, and it's just...
by imjinc2k
Fri Apr 20, 2007 6:01 am
Forum: Code Snippets
Topic: (C++) Solution to Transparent Alpha Z-fighting/Render Order
Replies: 0
Views: 1624

(C++) Solution to Transparent Alpha Z-fighting/Render Order

I just solved a zbuffer / render order issue I had with two EMT_TRANSPARENT_ALPHA_CHANNEL meshes. The parent node is a spherical planet while the child node is a slightly larger spherical atmosphere. At some angles there would be pixel zfighting, at other angles the inner planet would not render at ...