Search found 495 matches

by stefbuet
Fri Nov 08, 2013 9:24 am
Forum: Competition Time!
Topic: Screenshot of the Month October 2013 [Winner Announced!]
Replies: 23
Views: 15650

Re: Screenshot of the Month October 2013 [Vote now!]

I miss those screenshot competitions, as soon as I get some free time I'll spend some on Irrlicht to get some stuff to show :)
by stefbuet
Fri Sep 21, 2012 11:13 am
Forum: Competition Time!
Topic: Screenshot of the Month September 2012 [Winner announced!]
Replies: 17
Views: 16389

Re: Screenshot of the Month September 2012 [Submit now]

Competition spirit! :roll:

Climbing Ball
Image
by stefbuet
Mon Sep 17, 2012 7:57 am
Forum: Off-topic
Topic: Worst bugs you had
Replies: 6
Views: 1451

Re: Worst bugs you had

GLSL :
clamp(x,0.00000001, 0.9999999) did not work (no effect).
But no shader compilation fail.
clamp(x,0.0001, 0.9999) did work.
I had this problem for 6 months :D
by stefbuet
Mon Sep 17, 2012 7:41 am
Forum: Beginners Help
Topic: [solved] Turn off perspective correction, OGL
Replies: 9
Views: 1203

Re: [solved] Turn off perspective correction, OGL

@Mel That's light volumes for deferred lighting: Instead of computing the whole lighting on a quad as a post process effect, we use spheres or cones to avoid computing too much pixels. You can use the stencil buffer to computer (in 2 pass) only pixels inside of the light volume, but I'm doing it in ...
by stefbuet
Sun Sep 09, 2012 4:58 pm
Forum: Beginners Help
Topic: [solved] Turn off perspective correction, OGL
Replies: 9
Views: 1203

Re: Turn off perspective correction, OGL

Thanks a lot. gl_FragCoord was pretty usefull ^^
Yep Hendu that's for light volumes. With the sphere I didn't notice the distortion but for spot lights the cone meshes had pretty tall polygons. It's ok now :)
by stefbuet
Sat Sep 08, 2012 9:34 pm
Forum: Beginners Help
Topic: [solved] Turn off perspective correction, OGL
Replies: 9
Views: 1203

Re: Turn off perspective correction, OGL

I'm already using a shader... Instead of rendering my post process with a screen quad, I'm rendering it with a 3D model to cover less pixels for a particular application. For each vertex I'm sending the screen space coordinate to the pixel shader in gl_TexCoord data. For each pixel I need this inter...
by stefbuet
Sat Sep 08, 2012 7:28 pm
Forum: Beginners Help
Topic: [solved] Turn off perspective correction, OGL
Replies: 9
Views: 1203

[solved] Turn off perspective correction, OGL

Hi, Is there a way to turn off perspective correction to have a linear interpolation for UV mapping like the following OGL line would do but using only Irrlicht lib ? => glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST); I'm doing some kind of postprocess on a 3D model render and I would like to wo...
by stefbuet
Tue Aug 21, 2012 5:35 pm
Forum: Advanced Help
Topic: Real Motion Blur PS problem
Replies: 10
Views: 2672

Re: Real Motion Blur PS problem

I don't have the code here BUT: I computed the old 3D world pixel position with a depth buffer using the XEffect method (viewport ray computation, see XEffect thread with water shader) and then projected it into screen space using the previous projection matrix. Then I blurred the pixel taking into ...
by stefbuet
Sun Aug 19, 2012 5:30 pm
Forum: Everything 2d/3d Graphics
Topic: Post your Irrlicht gameplay video here
Replies: 265
Views: 191733

Re: Post your Irrlicht gameplay video here

Are you using a shader ?
It looks like it's calculated square by square maybe with multithreading ?
by stefbuet
Fri Aug 03, 2012 12:04 am
Forum: Off-topic
Topic: Funny programming pictures, jokes & quotes
Replies: 436
Views: 172964

Re: Funny programming pictures, jokes & quotes

Well, this one wasn't that funny...
by stefbuet
Mon Jul 23, 2012 2:03 pm
Forum: Advanced Help
Topic: Material switches
Replies: 7
Views: 1315

Re: Material switches

Oh thanks! I didn't see the setRenderStates3DMode() call in the driver::drawVertexPrimitiveList method. So as you said, in the driver::setRenderStates3DMode method the driver checks if the material changed with the != operator. Looking at this operator definition in SMaterial I found that it returns...
by stefbuet
Mon Jul 23, 2012 9:27 am
Forum: Advanced Help
Topic: Material switches
Replies: 7
Views: 1315

Re: Material switches

I didn't see any check in the setMaterial method. It just changes the driver material reference and if an overriding material is activated all properties of the material are being changed by the overriding material's one. I don't know where are the OGL calls to send material properties to the GPU.  ...
by stefbuet
Mon Jul 23, 2012 7:44 am
Forum: Advanced Help
Topic: Material switches
Replies: 7
Views: 1315

Re: Material switches

Thanks for your response hendu. However I'm not looking for sorting methods, my nodes are already sorted and I would like to know where the material changes are done in the OGL driver because I'm rendering the nodes by myself and I have no idea how materials are handled when using node::render() met...
by stefbuet
Sun Jul 22, 2012 8:16 pm
Forum: Advanced Help
Topic: Material switches
Replies: 7
Views: 1315

Material switches

Hi, I can't find in Irrlicht OGL driver where material settings are being changed. I would like to optimise my renderer avoiding shader program switches by sorting my nodes by material and I was wondering if at each driver::setMaterial() call, or meshnode::render() call, the material was really upda...
by stefbuet
Sun Jul 22, 2012 11:00 am
Forum: Everything 2d/3d Graphics
Topic: Glitch pictures thread!
Replies: 71
Views: 44207

Re: Glitch pictures thread!

Adding bounding volumes in deferred lighting, I was debuging the world position of pixels. It should be a nice sphere with black/red/green/yellow corners but a shader mistake added strange artefacts :p