Search found 260 matches

by Auradrummer
Sun Jan 01, 2012 4:00 pm
Forum: Advanced Help
Topic: Shader flipping everything!
Replies: 14
Views: 1463

Re: Shader flipping everything!

Keep trying here, but no success yet...

The another RTT should be another quad with another camera pointing to it?
To the experts, why this are bugging the others images that have nothing with the shader or RTT?

Keep working!
by Auradrummer
Sun Jan 01, 2012 2:30 pm
Forum: Advanced Help
Topic: Shader flipping everything!
Replies: 14
Views: 1463

Re: Shader flipping everything!

Hi Serengor,

How can I do two RTT's?
by calling

Code: Select all

driver->setRenderTarget(pintura, true, true, SColor(255, 255, 255, 255));
two times?

No difference here.

Thanks for the fast reply
by Auradrummer
Sun Jan 01, 2012 2:15 pm
Forum: Advanced Help
Topic: Shader flipping everything!
Replies: 14
Views: 1463

Shader flipping everything!

Hello guys, I'm facing a strange problem here. I'm trying to do a car painter, like Need for Speed Carbon. Worked well and I'm happy with it, but I have a problem and have no idea how to solve. I have one Scene Manager where the car texture is made. I can mix bitmaps and achieve the desired paniting...
by Auradrummer
Mon Sep 05, 2011 2:18 pm
Forum: Advanced Help
Topic: Evaluate this for me, please :D
Replies: 1
Views: 262

Evaluate this for me, please :D

Hello guys, I made, some months ago, a "very ugly way" to pass extra information to shaders. A bunch of error was appointed. Now, I made another way to do it, more clean, based on what you friends said to me. I want that you, if possible, evaluate it for me if I'm making something wrong ag...
by Auradrummer
Sat Sep 03, 2011 10:40 pm
Forum: Advanced Help
Topic: Glow OpenGL shader ... NOOB!
Replies: 18
Views: 5197

Re: Glow OpenGL shader ... NOOB!

Hi Shadowslair,

So, this is called postprocess? I really found some nice postprocessing examples, but I was not pretty sure that is the thing. Now I have a path to go.
Thanks for the answer, let's work!
by Auradrummer
Fri Sep 02, 2011 2:08 pm
Forum: Advanced Help
Topic: Glow OpenGL shader ... NOOB!
Replies: 18
Views: 5197

Re: Glow OpenGL shader ... NOOB!

Ah ... good, I made this with another shader, so is the correct manner. But, now I have to proceed with the next step. How apply an image treatment. Imagine that I have to make an Infra Red view. I think that changing the material of everything in the world isn't the best way. So, how can I apply a ...
by Auradrummer
Wed Aug 31, 2011 4:23 pm
Forum: Advanced Help
Topic: Glow OpenGL shader ... NOOB!
Replies: 18
Views: 5197

Glow OpenGL shader ... NOOB!

Hello guys, I'm trying to work with shaders and made some good progress, making glass and another tratments here. Fine! Now, I want to give one more step, and working with glow or blur effects, within shaders. Studying around, I think I understood the steps to make a glow shader. Correct me if I mis...
by Auradrummer
Thu Aug 25, 2011 7:34 pm
Forum: Advanced Help
Topic: Using default shaders as base [SOLVED AGAIN]
Replies: 8
Views: 1210

Re: Using default shaders as base [SOLVED AGAIN]

Searching around I found in the Clockwork Coders tutorial something nice: http://www.opengl.org/sdk/docs/tutorials/ClockworkCoders/lighting.php This is a simple "EMT_SOLID" material made by fragment shader. Worke very well in my tests. This appears to solve my problems and implements what ...
by Auradrummer
Thu Aug 25, 2011 6:49 pm
Forum: Advanced Help
Topic: Using default shaders as base [SOLVED AGAIN]
Replies: 8
Views: 1210

Re: Using default shaders as base (unnoticed problem)

I'm discovering new things:
- The gl_lightsource[0].position is transformed byt the view matrix.

As I'm noticing, this value has been transformed two times, and should be only one.
I'll keep looking for, but I'm making some progress.
by Auradrummer
Thu Aug 25, 2011 4:58 pm
Forum: Advanced Help
Topic: Using default shaders as base [SOLVED AGAIN]
Replies: 8
Views: 1210

Re: Using default shaders as base (unnoticed problem)

I'm having a problem, that I passed over it last time. I made two balls, one EMT_SOLID and another with my "SOLID" shader. When the light orbits around the two balls, everything is ok, both of them are almost identical. But, when the camera orbits, the lighting of my shader spins two and t...
by Auradrummer
Mon Aug 15, 2011 1:22 pm
Forum: Beginners Help
Topic: low reflection ... how? [SOLVED]
Replies: 4
Views: 216

Re: low reflection ... how? [SOLVED]

I'm using EMT_REFLECTION_2_LAYER
by Auradrummer
Sun Aug 14, 2011 6:05 pm
Forum: Beginners Help
Topic: low reflection ... how? [SOLVED]
Replies: 4
Views: 216

Re: low reflection ... how?

Hello master,

Humm... I'm making it with OpenGL, and alpha channels made no difference. What solves my problem is rise the brightness of the texture. White aren't reflected. So, more white, less reflexive.

Thanks!
by Auradrummer
Sun Aug 14, 2011 2:39 pm
Forum: Beginners Help
Topic: low reflection ... how? [SOLVED]
Replies: 4
Views: 216

low reflection ... how? [SOLVED]

Hello guys,

I'm making a scene with a metal reflecting an image.
The problem that is the metal is painted and the reflection make it like a mirror.

I want the object less reflexive, so I can see the texture of the metal.

How can I do it?
by Auradrummer
Sat Aug 06, 2011 5:23 pm
Forum: Advanced Help
Topic: Multiple transparency
Replies: 17
Views: 2866

Re: Multiple transparency

But now I'm with another problem.

The internal dome is flickering as the camera moves. When I'm getting far the internal dome disappears and appears again, is unstable.
What can be?

Thanks again!
by Auradrummer
Fri Aug 05, 2011 8:36 pm
Forum: Advanced Help
Topic: Multiple transparency
Replies: 17
Views: 2866

Re: Multiple transparency

Hi Nespa,

After a long time, I'm on active again (was dealing with logic). Yes, your suggestion worked very well. I made a bit different:
I used two domes, one for inside another for outside e none for the solid part.

Thanks man!