Search found 17 matches
- Sun Apr 19, 2009 6:34 pm
- Forum: Code Snippets
- Topic: (HLSL) Cel (Toon) Shading
- Replies: 66
- Views: 58340
- Fri Apr 17, 2009 7:50 am
- Forum: Code Snippets
- Topic: (HLSL) Cel (Toon) Shading
- Replies: 66
- Views: 58340
outline extraction, edge detection
I went through the EffectHandler, seems the screenResolution is already sent to the shader :oops:
sPP.addShaderDefine("SCREENX", core::stringc(ScreenRTTSize.Width));
sPP.addShaderDefine("SCREENY", core::stringc(ScreenRTTSize.Height));
My bad...
However, I am wondering how outlines can be ...
sPP.addShaderDefine("SCREENX", core::stringc(ScreenRTTSize.Width));
sPP.addShaderDefine("SCREENY", core::stringc(ScreenRTTSize.Height));
My bad...
However, I am wondering how outlines can be ...
- Wed Apr 15, 2009 10:13 pm
- Forum: Open Discussion and Dev Announcements
- Topic: What's new features for Irrlicht 1.6
- Replies: 153
- Views: 40166
Bezier surface & mesh
It will be great that irrlicht can render bezier surface & mesh.
- Wed Apr 15, 2009 6:40 am
- Forum: Code Snippets
- Topic: (HLSL) Cel (Toon) Shading
- Replies: 66
- Views: 58340
outline extraction, edge detection
XEffects and render to depth map then add a post processing effect that compares the depth of different pixels and makes them dark if theres a reasonable difference, quite similar to simple ssao shader
by different pixels, do you mean the neighbouring 8 pixels depth? If so, I also checked out the ...
by different pixels, do you mean the neighbouring 8 pixels depth? If so, I also checked out the ...
- Tue Apr 14, 2009 9:18 pm
- Forum: Project Announcements
- Topic: XEffects - Reloaded - New Release (V 1.4)
- Replies: 826
- Views: 526291
- Tue Apr 14, 2009 9:16 pm
- Forum: Project Announcements
- Topic: XEffects - Reloaded - New Release (V 1.4)
- Replies: 826
- Views: 526291
White lines problem
Hey, Blindside, I tried out the SSAO postprocess shader. It is great though I find a region consisting of white lines.
http://www.imagefrog.net/show.php/18398_ssaoWhiteRegion.PNG
The white lines will change its orientations when changing view positions and angles.
I tried to set different ...
http://www.imagefrog.net/show.php/18398_ssaoWhiteRegion.PNG
The white lines will change its orientations when changing view positions and angles.
I tried to set different ...
- Mon Mar 23, 2009 4:06 pm
- Forum: Advanced Help
- Topic: Lightmap calculation, bleeding issue
- Replies: 10
- Views: 2314
- Fri Mar 20, 2009 5:09 am
- Forum: Advanced Help
- Topic: Lightmap calculation, bleeding issue
- Replies: 10
- Views: 2314
I sent a email to your gmail box - "monstrobishi@gmail.com" 
- Thu Mar 19, 2009 10:45 am
- Forum: Advanced Help
- Topic: Lightmap calculation, bleeding issue
- Replies: 10
- Views: 2314
Hi BlindSide,
Thank you for the reply... Yes, I am using per face normals.. and for the above cases. The mesh is just a simple hillplanemesh with 3x3 resolution. I think the normals are all vector3df(0,1,0) for both vertices and faces. The light is positioned at vector3df(0,4000,0). Each light map ...
Thank you for the reply... Yes, I am using per face normals.. and for the above cases. The mesh is just a simple hillplanemesh with 3x3 resolution. I think the normals are all vector3df(0,1,0) for both vertices and faces. The light is positioned at vector3df(0,4000,0). Each light map ...
- Wed Mar 18, 2009 6:30 pm
- Forum: Advanced Help
- Topic: Lightmap calculation, bleeding issue
- Replies: 10
- Views: 2314
Lightmap calculation, bleeding issue
Dear all,
I implemented the lightmap calculation algorithm. It kinda works.
1. I create a individual mesh.
2. for each face of the original mesh,
2a. I create a meshbuffer and add to the new mesh
using 'S3DVertex2TCoords' for each vertice.
2b. I calculate the light map UV coordinates and ...
I implemented the lightmap calculation algorithm. It kinda works.
1. I create a individual mesh.
2. for each face of the original mesh,
2a. I create a meshbuffer and add to the new mesh
using 'S3DVertex2TCoords' for each vertice.
2b. I calculate the light map UV coordinates and ...
- Wed Mar 18, 2009 6:02 pm
- Forum: Advanced Help
- Topic: texCUBE implementation
- Replies: 2
- Views: 1314
- Thu Mar 12, 2009 4:22 am
- Forum: Project Announcements
- Topic: XEffects - Reloaded - New Release (V 1.4)
- Replies: 826
- Views: 526291
- Wed Mar 11, 2009 5:46 pm
- Forum: Project Announcements
- Topic: XEffects - Reloaded - New Release (V 1.4)
- Replies: 826
- Views: 526291
ClippPlane will also clip the ScreenQuad
I have been playing with XEffects for a while. It is awesome.. just awesome, however, there are some potential revisions that should be taken in consideration.
1. In the function "removeShadowFromNode", the while loop statement should be changed to
while(i < ShadowNodeArray.size ...
1. In the function "removeShadowFromNode", the while loop statement should be changed to
while(i < ShadowNodeArray.size ...
- Sun Feb 22, 2009 5:03 pm
- Forum: Advanced Help
- Topic: texCUBE implementation
- Replies: 2
- Views: 1314
texCUBE implementation
Hi guys,
I am trying to implement a cg shader that use only 1 sampler2D map (all 6 faces of the cube map are combined into this map in a certain order). The purpose is to use render to target technique. Set all 6 different size of viewports of the 6 directions of the camera to create such sampler2D ...
I am trying to implement a cg shader that use only 1 sampler2D map (all 6 faces of the cube map are combined into this map in a certain order). The purpose is to use render to target technique. Set all 6 different size of viewports of the 6 directions of the camera to create such sampler2D ...
- Sat Feb 21, 2009 3:02 pm
- Forum: Advanced Help
- Topic: Real-time Reflection (cg shader) problem with EDT_DIRECT3D9
- Replies: 6
- Views: 2152