What do you think about next generation game?
The Irrlicht is a good engine bat look as HL1! The next generation game have expense usage of shader and other effect as Bloom and HDR that require special feature. For example the Bloom effect require to store a separate Texture with light emettivity ...
Search found 20 matches
- Sun Sep 10, 2006 9:54 am
- Forum: Open Discussion and Dev Announcements
- Topic: Next Generation
- Replies: 3
- Views: 699
- Sat Sep 09, 2006 12:12 pm
- Forum: Code Snippets
- Topic: (C++) Perlin Noise Demo
- Replies: 4
- Views: 8893
(C++) Perlin Noise Demo
I work around dynamic clouds! Bat before I write a Noise Generetor!
So i made a simple demo!
http://xeus32.altervista.org/sections/Download/demo/NoiseDemo.JPG
It is very very simple!
The binary demo is http://xeus32.altervista.org/index.php?mod=Download&file=demo/NoiseDemo.rar&mode=go
the ...
So i made a simple demo!
http://xeus32.altervista.org/sections/Download/demo/NoiseDemo.JPG
It is very very simple!
The binary demo is http://xeus32.altervista.org/index.php?mod=Download&file=demo/NoiseDemo.rar&mode=go
the ...
- Fri Aug 11, 2006 1:22 pm
- Forum: Advanced Help
- Topic: Save Render to Texture
- Replies: 1
- Views: 470
Save Render to Texture
I want to save the render to texture image or load each pixel value
Is It possible? how ?
Is It possible? how ?
- Tue Aug 01, 2006 2:34 pm
- Forum: Advanced Help
- Topic: GLSL post process
- Replies: 17
- Views: 1891
- Mon Jul 31, 2006 2:33 pm
- Forum: Bug reports
- Topic: Opengl Post Process
- Replies: 2
- Views: 424
In my project i wont use high quality effect over opengl via GLSL.
If you wont to see my code i share the file project:
Read here
http://developer.nvidia.com/attach/6725 Page 18
If you wont to see my code i share the file project:
Read here
http://developer.nvidia.com/attach/6725 Page 18
- Mon Jul 31, 2006 12:30 pm
- Forum: Bug reports
- Topic: Opengl Post Process
- Replies: 2
- Views: 424
Opengl Post Process
I have write a post process in irrlicht opengl. There is a big limit!
With glCopyTexSubImage call we can save image only power of 2. I have test to render a immage 1024 x1024 and i swap in zbuffer on a geForce 6600GT!
The function will be replace with "Render Directly to Texture" (WGL_ARB_extensions ...
With glCopyTexSubImage call we can save image only power of 2. I have test to render a immage 1024 x1024 and i swap in zbuffer on a geForce 6600GT!
The function will be replace with "Render Directly to Texture" (WGL_ARB_extensions ...
- Sat Jul 29, 2006 6:42 pm
- Forum: Advanced Help
- Topic: GLSL post process
- Replies: 17
- Views: 1891
- Sat Jul 29, 2006 4:45 pm
- Forum: Advanced Help
- Topic: GLSL post process
- Replies: 17
- Views: 1891
Where is wrong?
Where is wrong?
there's my code :oops:
// Class automatically generated by Dev-C++ New Class wizard
#ifndef CSHADERCALLBACK_H
#define CSHADERCALLBACK_H
#include <irrlicht.h>
#pragma comment(lib, "Irrlicht.lib")
using namespace irr;
using namespace core;
using namespace scene;
using namespace ...
there's my code :oops:
// Class automatically generated by Dev-C++ New Class wizard
#ifndef CSHADERCALLBACK_H
#define CSHADERCALLBACK_H
#include <irrlicht.h>
#pragma comment(lib, "Irrlicht.lib")
using namespace irr;
using namespace core;
using namespace scene;
using namespace ...
- Sat Jul 29, 2006 3:13 pm
- Forum: Advanced Help
- Topic: GLSL post process
- Replies: 17
- Views: 1891
GLSL post process
I use glsl for post processing. Now i use only a black and white filtring.
I develop the shader with render monkey all work fine. When i use in irrlicht the shader faild to compile! Why?
to load shader and post process class i use this :
http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=10865 ...
I develop the shader with render monkey all work fine. When i use in irrlicht the shader faild to compile! Why?
to load shader and post process class i use this :
http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=10865 ...
- Wed May 11, 2005 8:26 am
- Forum: Beginners Help
- Topic: Terrain Node
- Replies: 9
- Views: 2994
- Tue May 10, 2005 10:05 am
- Forum: Beginners Help
- Topic: Post removed.
- Replies: 2
- Views: 319
- Tue May 10, 2005 8:20 am
- Forum: Beginners Help
- Topic: Terrain Node
- Replies: 9
- Views: 2994
>Your heightmap should be 257x257. The heightmaps used with the terrain node >should be square and in the dimensions of 2^N+1 ( i.e. 17x17, 33x33, 65x65, >129x129, 257x257, 513x513, etc. )
Why the image in terrain example ( terrain-heighmap.bmp ) is 256 x 256 pixel?
If i use the size of 129, 257 i ...
Why the image in terrain example ( terrain-heighmap.bmp ) is 256 x 256 pixel?
If i use the size of 129, 257 i ...
- Mon May 09, 2005 12:23 pm
- Forum: Advanced Help
- Topic: Bug Terrain ?????
- Replies: 1
- Views: 441
Bug Terrain ?????
The terrain scene node not support rectangular map!
The error is here
TerrainData.Size = heightMap->getDimension().Width;
.
.
.
for (int x=0; x<TerrainData.Size; ++x)
for (int z=0; z< TerrainData.Size; ++z)
it is indispensable change the definiscion of Size to be able use 2 different index ...
The error is here
TerrainData.Size = heightMap->getDimension().Width;
.
.
.
for (int x=0; x<TerrainData.Size; ++x)
for (int z=0; z< TerrainData.Size; ++z)
it is indispensable change the definiscion of Size to be able use 2 different index ...
- Sun May 08, 2005 6:36 pm
- Forum: Beginners Help
- Topic: Terrain Node
- Replies: 9
- Views: 2994
Terrain Node
Why if I use a Map 256 x 256 size with scale value (40,4,40) i obtain a map 9560 x 9560 ????
And why The terrain is always squared also i use rectangular map?
TNX
Xeus32
And why The terrain is always squared also i use rectangular map?
TNX
Xeus32
- Tue May 03, 2005 12:02 pm
- Forum: Beginners Help
- Topic: Event reciver Not work fine :?:
- Replies: 1
- Views: 269
Event reciver Not work fine :?:
I write my class event receiver in MyEventReceiver.h :
/*
* MyEventReceiver
*/
class MyEventReceiver : public IEventReceiver
{
public:
virtual bool OnEvent(SEvent event);
SEvent MyEvent;
// Eventi Gui
bool MyGuiEvent();
// Key Imput
bool MyKeyInput();
private:
// Start Solo Play
bool ...
/*
* MyEventReceiver
*/
class MyEventReceiver : public IEventReceiver
{
public:
virtual bool OnEvent(SEvent event);
SEvent MyEvent;
// Eventi Gui
bool MyGuiEvent();
// Key Imput
bool MyKeyInput();
private:
// Start Solo Play
bool ...