Search found 189 matches
- 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.
- 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...
- Sun Feb 05, 2017 2:33 pm
- Forum: Competition Time!
- Topic: Screenshot of the Month, January 2017 [Winner Announced!]
- Replies: 12
- Views: 5261
Re: Screenshot of the Month, January 2017 [Winner Announced!
i feel like an airplane pirate
- 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...
- 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...
- 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...
- 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
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.
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.
- 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...
- Thu Dec 22, 2016 4:10 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()
here is the file http://s000.tinyupload.com/index.php?fi ... 1091381843
i hope it is sufficient for the case.
i hope it is sufficient for the case.
- 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?
- 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...
- 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" . thanks again.
- 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...
- 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
i can store it as below right?
Code: Select all
float depth = 0.111222333444;
vec4 depth(0.111, 0.222, 0.333, 0.444);
- 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...