Search found 17 matches

by nickle
Sun Apr 19, 2009 6:34 pm
Forum: Code Snippets
Topic: (HLSL) Cel (Toon) Shading
Replies: 66
Views: 53640

Oh... I didn't see it. So it is. Thanks
by nickle
Fri Apr 17, 2009 7:50 am
Forum: Code Snippets
Topic: (HLSL) Cel (Toon) Shading
Replies: 66
Views: 53640

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 outline...
by nickle
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: 28976

Bezier surface & mesh

It will be great that irrlicht can render bezier surface & mesh.
by nickle
Wed Apr 15, 2009 6:40 am
Forum: Code Snippets
Topic: (HLSL) Cel (Toon) Shading
Replies: 66
Views: 53640

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 s...
by nickle
Tue Apr 14, 2009 9:16 pm
Forum: Project Announcements
Topic: XEffects - Reloaded - New Release (V 1.4)
Replies: 826
Views: 436100

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 values ins...
by nickle
Mon Mar 23, 2009 4:06 pm
Forum: Advanced Help
Topic: Lightmap calculation, bleeding issue
Replies: 10
Views: 1754

Yes, accuracy of UV calculations are causing the problem. I have been thinking of ways to adjust the UVs like if(UV < 0.1) UV += epsilon; if(UV > 0.9) UV -= epsilon; Although it will eliminate the black border, the result is not realistic and still can clearly see the border difference. The mesh I a...
by nickle
Fri Mar 20, 2009 5:09 am
Forum: Advanced Help
Topic: Lightmap calculation, bleeding issue
Replies: 10
Views: 1754

I sent a email to your gmail box - "monstrobishi@gmail.com" :wink:
by nickle
Thu Mar 19, 2009 10:45 am
Forum: Advanced Help
Topic: Lightmap calculation, bleeding issue
Replies: 10
Views: 1754

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 i...
by nickle
Wed Mar 18, 2009 6:30 pm
Forum: Advanced Help
Topic: Lightmap calculation, bleeding issue
Replies: 10
Views: 1754

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 all the lum...
by nickle
Wed Mar 18, 2009 6:02 pm
Forum: Advanced Help
Topic: texCUBE implementation
Replies: 2
Views: 1176

No, it doesn't compile... It is my test for cubemapping though... Finally It turned out I had to use IDirect3DCubeTexture9 as texCube only accept cubemaps.
by nickle
Thu Mar 12, 2009 4:22 am
Forum: Project Announcements
Topic: XEffects - Reloaded - New Release (V 1.4)
Replies: 826
Views: 436100

Cannot wait for the coming version... I will try the 1st method of the clipping... Thanks, genius :D
by nickle
Wed Mar 11, 2009 5:46 pm
Forum: Project Announcements
Topic: XEffects - Reloaded - New Release (V 1.4)
Replies: 826
Views: 436100

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() &&am...
by nickle
Sun Feb 22, 2009 5:03 pm
Forum: Advanced Help
Topic: texCUBE implementation
Replies: 2
Views: 1176

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 ...
by nickle
Sat Feb 21, 2009 3:02 pm
Forum: Advanced Help
Topic: Real-time Reflection (cg shader) problem with EDT_DIRECT3D9
Replies: 6
Views: 1998

Thanks BlindSide & zillion42 ... It is indeed the vertex shader caused the corription... Moving calculation of UV to frag shader just solved the problem... Thanks for the tip...