Search found 1713 matches

by 3DModelerMan
Fri Jan 13, 2012 8:37 pm
Forum: Open Discussion and Dev Announcements
Topic: Request: manage which passes are drawn by smgr->drawall
Replies: 67
Views: 14136

Re: Request: manage which passes are drawn by smgr->drawall

https://sourceforge.net/tracker/?func=d ... tid=540678
Passes are now inclusive, and I added a boolean to drawAll to provide support for exclusive passes as well. Any more suggestions for improvement?
by 3DModelerMan
Fri Jan 13, 2012 4:14 pm
Forum: Code Snippets
Topic: xml based postprocessing framework
Replies: 125
Views: 148939

Re: xml based postprocessing framework

Is it possible to use floating point render targets with this, to do tone mapping?
by 3DModelerMan
Fri Jan 13, 2012 4:13 pm
Forum: Code Snippets
Topic: LensFlareSceneNode with occlusion query
Replies: 36
Views: 18367

Re: LensFlareSceneNode with occlusion query

Yeah, light direction lens flares are a really useful thing to have. I used them in Unity 3D alot and they really added a nice touch to the render for not very much work at all. This would be perfect to put into the Irrlicht core.
by 3DModelerMan
Fri Jan 13, 2012 4:10 pm
Forum: Open Discussion and Dev Announcements
Topic: Request: manage which passes are drawn by smgr->drawall
Replies: 67
Views: 14136

Re: Request: manage which passes are drawn by smgr->drawall

What if we added a drawAllExclusive function for specifying which passes not to draw. And the behavior of drawAll would be to specify which passes should be drawn inclusively?
by 3DModelerMan
Thu Jan 12, 2012 10:22 pm
Forum: Open Discussion and Dev Announcements
Topic: Request: manage which passes are drawn by smgr->drawall
Replies: 67
Views: 14136

Re: Request: manage which passes are drawn by smgr->drawall

I meant that the nodes still get OnRegisterSceneNode called, and end up registering for no reason. You think that it should take which render states to enable? I guess that would be more intuitive. I'll change it if I get a chance later today.
by 3DModelerMan
Thu Jan 12, 2012 2:11 pm
Forum: Open Discussion and Dev Announcements
Topic: Request: manage which passes are drawn by smgr->drawall
Replies: 67
Views: 14136

Re: Request: manage which passes are drawn by smgr->drawall

Doesn't that still call draw on all the scene nodes that don't need to be drawn?
by 3DModelerMan
Wed Jan 11, 2012 2:19 pm
Forum: Open Discussion and Dev Announcements
Topic: Request: manage which passes are drawn by smgr->drawall
Replies: 67
Views: 14136

Re: Request: manage which passes are drawn by smgr->drawall

The ifs before each section? I don't understand what you mean. I tried placing them at the top, but they had to be called after OnRegisterSceneNode for it to work. I'll look at my code again and see what you mean.
by 3DModelerMan
Wed Jan 11, 2012 2:18 pm
Forum: Project Announcements
Topic: Finally, a DirectX 10 video driver for Irrlicht
Replies: 750
Views: 237770

Re: Finally, a DirectX 10 video driver for Irrlicht

A basic D3D11 driver would probably be the best way to go. But if we're going to integrate D3D10/11 then it should use the feature levels support from DX11 to do DX10. And also, DirectX 11.1 is out, so it would be best to use the D3D11.1 SDK to implement it.
by 3DModelerMan
Wed Jan 11, 2012 2:11 pm
Forum: Open Discussion and Dev Announcements
Topic: Request: manage which passes are drawn by smgr->drawall
Replies: 67
Views: 14136

Re: Request: manage which passes are drawn by smgr->drawall

You can call drawAll without parameters and it works just like before (i made sure to try). So it shouldn't be a problem to change the function signature.
by 3DModelerMan
Wed Jan 11, 2012 3:01 am
Forum: Open Discussion and Dev Announcements
Topic: Request: manage which passes are drawn by smgr->drawall
Replies: 67
Views: 14136

Re: Request: manage which passes are drawn by smgr->drawall

Link to the patch that I implemented: https://sourceforge.net/tracker/?func=detail&aid=3472156&group_id=74339&atid=540678 I tested it by adding this to the SpecialFX demo drawAll function:   smgr->drawAll((u32)scene::ESNRP_TRANSPARENT | (u32)scene::ESNRP_SHADOW);   Any suggestions for im...
by 3DModelerMan
Mon Jan 09, 2012 10:09 pm
Forum: Open Discussion and Dev Announcements
Topic: Request: manage which passes are drawn by smgr->drawall
Replies: 67
Views: 14136

Re: Request: manage which passes are drawn by smgr->drawall

It should probably be: disableRenderPass(E_SCENE_NODE_RENDER_PASS pass) and that way you would call it before smgr->drawAll(); instead of disabling it once and having all smgr->drawAll calls ignore those render passes.
by 3DModelerMan
Mon Jan 09, 2012 1:39 am
Forum: Open Discussion and Dev Announcements
Topic: Request: manage which passes are drawn by smgr->drawall
Replies: 67
Views: 14136

Re: Request: manage which passes are drawn by smgr->drawall

Yeah, that would be really nice. It would make deferred rendering a lot easier too.
by 3DModelerMan
Sun Jan 08, 2012 1:06 am
Forum: Game Programming
Topic: Is the MVC architecture worth it?
Replies: 3
Views: 1477

Is the MVC architecture worth it?

I'm writing a game engine around Irrlicht. I read Game Coding complete and liked the architecture of their engine, but I noticed a few things that would be difficult. Animation for example: if you communicate with the game view using events, then the animation system is seperated from the game. Some...
by 3DModelerMan
Wed Jan 04, 2012 2:05 am
Forum: Code Snippets
Topic: UserData in Irrlicht
Replies: 18
Views: 6833

Re: UserData in Irrlicht

If you really need user data then I guess you could write a user data animator and attach it to your node. That would be kind of messy though. I don't directly use nodes in my game, I wrote a component based entity system that has a scene node component. It's much cleaner that way. You implement all...