Search found 495 matches
- 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
- 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!
Climbing Ball
Climbing Ball
- 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
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
- 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 ...
- 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
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
- 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...
- 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...
- 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 ...
- 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 ?
It looks like it's calculated square by square maybe with multithreading ?
- 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...
- 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...
- 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. ...
- 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...
- 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...
- 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