Thanks!!!
Also no clipping planes, I see. I guess I can leave my own code in place, then.
Search found 6 matches
- Wed Oct 07, 2009 1:01 pm
- Forum: Project Announcements
- Topic: Another Water Simulation
- Replies: 10
- Views: 5276
- Sun Oct 04, 2009 4:11 pm
- Forum: Project Announcements
- Topic: Another Water Simulation
- Replies: 10
- Views: 5276
Thanks, devsh. I did as you said, (except for the part about a clip-plane, since it only produces weird skybox clipping), and the reflection seems to work almost as it should. With a little synchronization bug, but I'll fix it, it's ok. However, the problem with that clip plane... I reckon it has so...
- Sun Oct 04, 2009 3:25 pm
- Forum: Project Announcements
- Topic: Another Water Simulation
- Replies: 10
- Views: 5276
Hi, andres! Thanks very much for your code! It's the first water shader I found to actually work with IrrLicht without having to... well... you know, rewrite the whole shader! However I've got a problem. It's a rather theoretical problem, and not specifically a problem with your shader: I don't know...
- Fri Aug 29, 2008 10:01 pm
- Forum: Code Snippets
- Topic: Bullet physics animator
- Replies: 27
- Views: 24776
- Fri Aug 29, 2008 12:54 pm
- Forum: Project Announcements
- Topic: XEffects - (Indoor Soft-Shadows + Post-Processing)
- Replies: 179
- Views: 71004
...I'm thinking of making this a multipass approach, seperating the color and lighting passes. This will effectively allow you to use any imaginable material alongside the shadow maps, even custom shader materials. It'll also allow a light screen based blur. I actually outlined this approach a few ...
- Fri Aug 29, 2008 12:47 am
- Forum: Project Announcements
- Topic: XEffects - (Indoor Soft-Shadows + Post-Processing)
- Replies: 179
- Views: 71004
Hi, guys! I've tried to use this effect pack, and ran into some serious problems: 1) It doesn't work with Direct 3d on my machine at all (black screen, or lots of artifacts, or e.t.c.). 2) When working I've experienced that I can not make it work with pre-lightmapped surfaces (using OpenGL, as it do...