Search found 20 matches

by Xeus32
Sun Sep 10, 2006 9:54 am
Forum: Open Discussion and Dev Announcements
Topic: Next Generation
Replies: 3
Views: 599

Next Generation

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. T...
by Xeus32
Sat Sep 09, 2006 12:12 pm
Forum: Code Snippets
Topic: (C++) Perlin Noise Demo
Replies: 4
Views: 8586

(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 No...
by Xeus32
Fri Aug 11, 2006 1:22 pm
Forum: Advanced Help
Topic: Save Render to Texture
Replies: 1
Views: 390

Save Render to Texture

I want to save the render to texture image or load each pixel value :?
Is It possible? how ?
by Xeus32
Tue Aug 01, 2006 2:34 pm
Forum: Advanced Help
Topic: GLSL post process
Replies: 17
Views: 1241

Xeus32 i have the same problem , so that i have changed SL to CG. here is your shader program but with CG works fin with me. void Vmain( float4 position : POSITION, out float4 oPosition : POSITION, out float2 oTexCoord : TEXCOORD) { float2 P = sign( position.xy ); oPosition = float4( P.x,-P.y ,0.0,...
by Xeus32
Mon Jul 31, 2006 2:33 pm
Forum: Bug reports
Topic: Opengl Post Process
Replies: 2
Views: 330

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
by Xeus32
Mon Jul 31, 2006 12:30 pm
Forum: Bug reports
Topic: Opengl Post Process
Replies: 2
Views: 330

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_...
by Xeus32
Sat Jul 29, 2006 6:42 pm
Forum: Advanced Help
Topic: GLSL post process
Replies: 17
Views: 1241

Oh, you could eliminate cMyShaderCallBack and just make CBaseFilter inherit from IShaderConstantSetCallback and implement the appropriate methods. Then you don't need to allocate the callback object on the heap, you just pass a pointer to the base filter [this] when creating the shader material. TN...
by Xeus32
Sat Jul 29, 2006 4:45 pm
Forum: Advanced Help
Topic: GLSL post process
Replies: 17
Views: 1241

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 namespa...
by Xeus32
Sat Jul 29, 2006 3:13 pm
Forum: Advanced Help
Topic: GLSL post process
Replies: 17
Views: 1241

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...
by Xeus32
Wed May 11, 2005 8:26 am
Forum: Beginners Help
Topic: Terrain Node
Replies: 9
Views: 2366

I want to understend why in the irrlicht exemple we use a heightmap 256x 256 that is not properly supported!!!!
by Xeus32
Tue May 10, 2005 10:05 am
Forum: Beginners Help
Topic: Post removed.
Replies: 2
Views: 257

This is my code for load the obj // Load from file and fill structure void cObjAvable::LoadXML(void ) { io::IXMLReader* Reader =device->getFileSystem()->createXMLReader("config.xml"); if (Reader==NULL) { IFileSystem * fs = device->getFileSystem(); printf("Errore Glocabal\nimpossibile ...
by Xeus32
Tue May 10, 2005 8:20 am
Forum: Beginners Help
Topic: Terrain Node
Replies: 9
Views: 2366

>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 n...
by Xeus32
Mon May 09, 2005 12:23 pm
Forum: Advanced Help
Topic: Bug Terrain ?????
Replies: 1
Views: 325

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 TNX Xeus32
by Xeus32
Sun May 08, 2005 6:36 pm
Forum: Beginners Help
Topic: Terrain Node
Replies: 9
Views: 2366

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
by Xeus32
Tue May 03, 2005 12:02 pm
Forum: Beginners Help
Topic: Event reciver Not work fine :?:
Replies: 1
Views: 216

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 MyStartSoloPlay...