Search found 12 matches

by pyrokar
Thu Jun 21, 2007 1:34 pm
Forum: Open Discussion and Dev Announcements
Topic: Vote again for Irrlicht in SourceForge Community Awards!!!
Replies: 14
Views: 2648

i also voted.
by pyrokar
Sat Jun 02, 2007 11:01 am
Forum: Advanced Help
Topic: BSP maps and HLSL/GLSL shaders
Replies: 3
Views: 723

hybrid wrote:Irrlicht 1.3 has BSP shader support, check example 16.
But not support for HLSL/GLSL-Shaders in BSP-Maps.
I want to hack a BSP map that displays HLSL/GLSL-Shaders.
by pyrokar
Fri Jun 01, 2007 10:20 pm
Forum: Off-topic
Topic: Cg language
Replies: 2
Views: 762

im voting for integrating CG into irrlicht ;)

HLSL sucks because it cannot run in OpenGL
GLSL sucks because it cannot run in DX
=> CG rules

its useless to be able to use OpenGL or HLSL when my shaders only work in one of them.
by pyrokar
Fri Jun 01, 2007 9:24 pm
Forum: Advanced Help
Topic: BSP maps and HLSL/GLSL shaders
Replies: 3
Views: 723

BSP maps and HLSL/GLSL shaders

Hello

I want to use HLSL/GLSL shaders in a BSP map for specific bsp entities.
For example, you could read the shader-filename from one of those Bsp-Entity-Variables using the BspEntityReader which was postet once in this forum. But how to make Irrlicht display it?

Does anyone have any information ...
by pyrokar
Thu Apr 19, 2007 4:36 pm
Forum: Open Discussion and Dev Announcements
Topic: PostProcessing addon to irrlicht, your opinion/suggestion?
Replies: 19
Views: 2579

Luben wrote:Aah, now i understand :D
Well, i'll provide a function for creating a shader based post process effect, and then you could use that interface's functions to set your own materialtype, i suppose.
sounds good, thanks.
by pyrokar
Tue Apr 17, 2007 5:11 pm
Forum: Open Discussion and Dev Announcements
Topic: PostProcessing addon to irrlicht, your opinion/suggestion?
Replies: 19
Views: 2579


I can't see what optimizations i can get from making a whole new material renderer instead of using the driver independant solution that irrlicht provides.

The point is that it will be confidant to adding a shader to a scene node.
E.g you could apply the same Material Renderer to a scene node ...
by pyrokar
Mon Apr 16, 2007 12:17 pm
Forum: Open Discussion and Dev Announcements
Topic: PostProcessing addon to irrlicht, your opinion/suggestion?
Replies: 19
Views: 2579


I can't see what optimizations i can get from making a whole new material renderer instead of using the driver independant solution that irrlicht provides.

The point is that it will be confidant to adding a shader to a scene node.
E.g you could apply the same Material Renderer to a scene node ...
by pyrokar
Thu Apr 12, 2007 10:41 pm
Forum: Open Discussion and Dev Announcements
Topic: PostProcessing addon to irrlicht, your opinion/suggestion?
Replies: 19
Views: 2579

well, in my opinion it should be:
- shader based (IMaterialRenderer based)
- having an interface as easy to use as possible ("make simple things easy")
-> easier than the current one
- using opengl/d3d9 optimizations if possible
- using a scene manager interface / render target interface as hybird ...
by pyrokar
Wed Apr 04, 2007 10:01 am
Forum: Off-topic
Topic: become a millionair
Replies: 8
Views: 854

very funny!
00:54 was great
by pyrokar
Wed Apr 04, 2007 8:08 am
Forum: Bug reports
Topic: custom material renderer <- how to set textures?
Replies: 5
Views: 914

Check the d3d9 driver for the simple way: It sets the textures in a general material function on each call. This should be done for OpenGL as well, but we'd need to disable unused layers properly.
I'd suggest to put your extension into the library and thus using the internal headers etc.

You're ...
by pyrokar
Wed Apr 04, 2007 6:57 am
Forum: Bug reports
Topic: custom material renderer <- how to set textures?
Replies: 5
Views: 914

No, the OpenGL materials enable and disable the materials themselves, because I could not disable them otherwise. The usual way would be to enable all available textures, and depending on the material disable the wrong layers. But we got usually all layers into the result, even though the texture ...
by pyrokar
Tue Apr 03, 2007 2:40 pm
Forum: Bug reports
Topic: custom material renderer <- how to set textures?
Replies: 5
Views: 914

custom material renderer <- how to set textures?

Hello everybody

I'm currently writing a custom material renderer implementing the IMaterialRenderer interface.

But my custom material renderer is only useful for me if there is both, a Direct3D version and an OpenGL version and if it does not need to include or edit Irrlicht Sources(!)

I've got a ...