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!
Search found 260 matches
- Sun Jan 01, 2012 4:00 pm
- Forum: Advanced Help
- Topic: Shader flipping everything!
- Replies: 14
- Views: 1463
- 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
two times?
No difference here.
Thanks for the fast reply
How can I do two RTT's?
by calling
Code: Select all
driver->setRenderTarget(pintura, true, true, SColor(255, 255, 255, 255));
No difference here.
Thanks for the fast reply
- 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...
- 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...
- 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!
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!
- 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 ...
- 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...
- 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 ...
- 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.
- 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.
- 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...
- 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
- 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!
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!
- 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?
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?
- 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!
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!
- 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!
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!