Search found 1106 matches

by ent1ty
Sat Apr 04, 2015 7:55 am
Forum: Project Announcements
Topic: irrRenderer 1.0
Replies: 101
Views: 53966

Re: irrRenderer 1.0

I am indeed updating irrRenderer for the latest trunk version (the branch "update" in the git repo). Currently transparent material are still broken, I'm hoping to get some time to work on that next week (currently on Easter holidays :P ).
by ent1ty
Wed Apr 01, 2015 4:24 pm
Forum: Advanced Help
Topic: Reusing the depth buffer across render targets
Replies: 21
Views: 4385

Re: Reusing the depth buffer across render targets

Have you considered adding the getters I suggested on the previous page? I'm using them in my modified copy of Irrlicht and they are quite useful :)
by ent1ty
Tue Mar 31, 2015 8:46 pm
Forum: Advanced Help
Topic: Reusing the depth buffer across render targets
Replies: 21
Views: 4385

Re: Reusing the depth buffer across render targets

Thanks, seems to be working now :)
by ent1ty
Wed Mar 25, 2015 10:40 pm
Forum: Advanced Help
Topic: Reusing the depth buffer across render targets
Replies: 21
Views: 4385

Re: Reusing the depth buffer across render targets

Here goes:   irr::core::array<irr::video::ITexture*> MRTs; // [...]   video::IVideoDriver *video = Device->getVideoDriver();   createMRT("deferred-mrt-color", video::ECF_A8R8G8B8); createMRT("deferred-mrt-normal", video::ECF_A8R8G8B8);   DepthBuffer = video->addRenderTargetTextur...
by ent1ty
Wed Mar 25, 2015 7:22 pm
Forum: Advanced Help
Topic: Reusing the depth buffer across render targets
Replies: 21
Views: 4385

Re: Reusing the depth buffer across render targets

Thanks, but I can't get the MRTs working. Here's how I set the render target:       core::array<u32> texIndices;     texIndices.push_back(0);     texIndices.push_back(1);     Device->getVideoDriver()->setRenderTarget(RenderTarget, texIndices,                                               false, true...
by ent1ty
Tue Mar 24, 2015 7:46 am
Forum: Advanced Help
Topic: Latest shaderpipeline error or bug
Replies: 45
Views: 7397

Re: Latest shaderpipeline error or bug

are you using any of the methodes like recalculate normal creatge tangents etc? because as far a i know these are indeed preatty broken Do you mean this about just the shader-pipeline branch, or all Irrlicht in general? I haven't had any problems with tangents in irrRenderer for years and I've been...
by ent1ty
Mon Mar 23, 2015 10:36 pm
Forum: Advanced Help
Topic: Reusing the depth buffer across render targets
Replies: 21
Views: 4385

Re: Reusing the depth buffer across render targets

Can I do something like this:   video::IRenderTarget *RT = Device->getVideoDriver()->addRenderTarget(); RT->setTexture(0, MRTRenderTarget->getDepthStencil());   I.e. reuse the depth buffer between the MRTs and the screen? I'm only getting black screen, not sure if I'm supposed to be messing with the...
by ent1ty
Mon Mar 23, 2015 5:24 pm
Forum: Advanced Help
Topic: Reusing the depth buffer across render targets
Replies: 21
Views: 4385

Re: Reusing the depth buffer across render targets

That's awesome, thanks - I'll wait :)
by ent1ty
Mon Mar 23, 2015 11:01 am
Forum: Advanced Help
Topic: Reusing the depth buffer across render targets
Replies: 21
Views: 4385

Re: Reusing the depth buffer across render targets

Unfortunate - talking about deferred rendering here, I suppose that I will have to render the transparent objects into the MRTs as well then... make sure *not* to render into the depth texture this time if I want to read it in the shader for soft particles. Does this make sense? The plus side is tha...
by ent1ty
Sun Mar 22, 2015 8:25 pm
Forum: Advanced Help
Topic: Reusing the depth buffer across render targets
Replies: 21
Views: 4385

Reusing the depth buffer across render targets

Hi, how can you force Irrlicht/OpenGL to reuse the same zbuffer for all your rendering, be it the screen or texture(s)? It seems like certain gpu drivers reuse these by default whereas others have different zbuffers at least for the frame buffer and MRTs.
Thanks
by ent1ty
Sun Mar 22, 2015 7:25 pm
Forum: Project Announcements
Topic: irrRenderer 1.0
Replies: 101
Views: 53966

Re: irrRenderer 1.0

You should be able to, but I have a feeling the final render to texture feature of irrRenderer isn't working right now. That should be easy to fix, but I have hit a problem with the transparent materials, can anyone else confirm that they are being incorrectly rendered when they should be hidden beh...
by ent1ty
Sun Mar 22, 2015 3:00 pm
Forum: Project Announcements
Topic: irrRenderer 1.0
Replies: 101
Views: 53966

Re: irrRenderer 1.0

Some how I can't get light to lit static mesh, do we need to do any setting for that? Check that you have the correct material set. Also if I resize the window do you have any method to update the renderer to the New size window? Calling clearMRTs and then createDefaultPipeline should recreate the ...
by ent1ty
Wed Mar 18, 2015 5:04 pm
Forum: Project Announcements
Topic: irrRenderer 1.0
Replies: 101
Views: 53966

Re: irrRenderer 1.0

Ah if I am going to do some work on this in the future, multiple lighting models is very far down the to-do list :P I haven't even the shader callbacks to stop using calls deprecated after 1.8. Plus, I would really like to know how much everything gets broken when the shader-pipeline is merged into ...
by ent1ty
Tue Mar 17, 2015 8:11 pm
Forum: Project Announcements
Topic: irrRenderer 1.0
Replies: 101
Views: 53966

Re: irrRenderer 1.0

Okay, so I have added makefiles and updated the docs (actually all that needed updating was the short example on the index page. At least I think - if there's something else wrong, let me know). You can find the new docs here: https://osense.github.io/irrRenderer . About the crash on exit - not sure...
by ent1ty
Tue Mar 17, 2015 6:41 pm
Forum: Project Announcements
Topic: irrRenderer 1.0
Replies: 101
Views: 53966

Re: irrRenderer 1.0

Hmm.. the docs are definitely outdated in parts. As for the crash, I haven't tested this for quite some time and indeed, the project is pretty much abandoned at this state. I did however want to try it out the other day, but to my horror I discovered the only way to build this project is to use code...