Search found 189 matches

by kornwaretm
Tue Feb 07, 2017 3:23 am
Forum: Code Snippets
Topic: Cast. A Ray Marching Based Rendering
Replies: 6
Views: 2712

Re: Cast. A Ray Marching Based Rendering

sorry, i forget to static linking for the the gcc and cpp (-static-libgcc -static-libstdc++). updated, it should works now.
by kornwaretm
Mon Feb 06, 2017 9:13 am
Forum: Code Snippets
Topic: Cast. A Ray Marching Based Rendering
Replies: 6
Views: 2712

Cast. A Ray Marching Based Rendering

https://kornwaretm.files.wordpress.com/2016/12/20161212.jpg?w=800 About Cast : an object made by shaping molten metal or similar material in a mold. The general idea of the rendering, by measuring volume using distance function. instead of using 3d textures, 2d textures are used. like pouring molte...
by kornwaretm
Thu Jan 26, 2017 10:18 pm
Forum: Competition Time!
Topic: Screenshot of the Month, January 2017 [Winner Announced!]
Replies: 12
Views: 5261

Re: Screenshot of the Month, January 2017 [Submissions Open!

The ray already move inside local space, not in the world space. Distance value are not a concern, in ray marcing, the ray can easily skip huge empty gap, due to the nature of distance functions (i use inigo quiles distance function). What i think people are not aware of, is that the ray can actuall...
by kornwaretm
Thu Jan 26, 2017 4:09 pm
Forum: Competition Time!
Topic: Screenshot of the Month, January 2017 [Winner Announced!]
Replies: 12
Views: 5261

Re: Screenshot of the Month, January 2017 [Submissions Open!

what are you ray-marching? Basically cube, just imagine there are terrain inside a cube. Ray march moving againts the cube which constantly changing its height. Some other objects are sphere and cylinder, the same idea goes, a sphere that constantly change its radius. When the expected distance err...
by kornwaretm
Thu Jan 26, 2017 3:30 am
Forum: Competition Time!
Topic: Screenshot of the Month, January 2017 [Winner Announced!]
Replies: 12
Views: 5261

Re: Screenshot of the Month, January 2017 [Submissions Open!

thanks Vectrotek. the rendering thingy supposed to be release along with my jungle scene node, for rendering the trees, volumetric tree bark, ivy, leaves dll . at this stage, it just barely works, code are not elegant, far from readable :oops: , i think a lot of people will spot stupid hacks going o...
by kornwaretm
Mon Jan 23, 2017 1:42 pm
Forum: Competition Time!
Topic: Screenshot of the Month, January 2017 [Winner Announced!]
Replies: 12
Views: 5261

Re: Screenshot of the Month, January 2017 [Submissions Open!

title : naif :D
Image
ray marching in irrlicht vanilla 1.8.4. every are thing drawn inside fragment shader. deferred rendering done to calculate lighting, shadow and stuff. i this project stuck, too hard to get good framerate.
by kornwaretm
Thu Dec 22, 2016 5:14 pm
Forum: Code Snippets
Topic: 2d matrix for 2d transformation and drawing
Replies: 3
Views: 3977

2d matrix for 2d transformation and drawing

actually i write this code for testing the texture->lock() testing. but i think everybody can use it too. so here it is the matrix2D. the first thing we need for drawing 2d graphic is a good transformation tool. the matrix2D class has the complete 2D operation needed to transform vertices in 2d mann...
by kornwaretm
Thu Dec 22, 2016 2:19 pm
Forum: Beginners Help
Topic: Alpha pixel value turn to full opaque after lock()
Replies: 6
Views: 1355

Re: Alpha pixel value turn to full opaque after lock()

hai CuteAlien. thanks for the reply. yes the texture creation flag solve my problem. about the simple test. do you still need it? how do you want it? is codeblock project ok?
by kornwaretm
Wed Dec 14, 2016 2:46 am
Forum: Beginners Help
Topic: Alpha pixel value turn to full opaque after lock()
Replies: 6
Views: 1355

Alpha pixel value turn to full opaque after lock()

i am trying to implement marching cube to create polygon shapes out of ITexture for 2D physic game. the process requires pixel access. here is the code i use for getting the texels.   core::dimension2d<u32> dimension = texture->getOriginalSize(); u8 * texels = (u8 *)texture->lock(video::ETLM_READ_ON...
by kornwaretm
Fri Sep 02, 2016 9:18 am
Forum: Beginners Help
Topic: color format with varying channel depth
Replies: 8
Views: 1075

Re: color format with varying channel depth

thanks again hendu. actually pretty obvious isn't it. i was hopping for "a hidden trick" :lol: . thanks again.
by kornwaretm
Fri Sep 02, 2016 1:12 am
Forum: Beginners Help
Topic: color format with varying channel depth
Replies: 8
Views: 1075

Re: color format with varying channel depth

There's a blog post by Unity that explains how to do float packing in shaders. Try to look it up, can't remember what the title was. IIRC it was by Aras P, like most useful things there. thanks hendu. i found that article. an also i found this ECF_G32R32F you mention earlier, strange cant find it b...
by kornwaretm
Thu Sep 01, 2016 3:52 pm
Forum: Beginners Help
Topic: color format with varying channel depth
Replies: 8
Views: 1075

Re: color format with varying channel depth

correct me if i'm wrong. i think i know how to use several vector components to store single value. and it doesn't involve bitwise. for example

Code: Select all

 
float depth = 0.111222333444;
vec4 depth(0.111, 0.222, 0.333, 0.444);
 
i can store it as below right?
by kornwaretm
Wed Aug 31, 2016 5:16 pm
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: another tree generator
Replies: 16
Views: 7413

Re: another tree generator

thank you guys. i have a big plan on these trees. volumetric ivy, cracks, leaves, etc are coming hopefully next release if i could, i'm working on my ray marching for richer geometry detail. probabbly not even close to a good article, but here's my progress https://kornwaretm.wordpress.com/2016/08/2...