Search found 25 matches

by sylpheed
Wed Feb 23, 2011 1:28 pm
Forum: Advanced Help
Topic: How do I clean memory from a shader?
Replies: 2
Views: 576

How do I clean memory from a shader?

I have this in my app for creating a shader:


id_material = gpu->addHighLevelShaderMaterial(
vs_code.c_str (), vs_main_name.c_str (), vsType,
ps_code.c_str (), ps_main_name.c_str (), psType,
callback, (E_MATERIAL_TYPE)material_type);


I use this shader for a time to render a object, later I ...
by sylpheed
Mon Sep 27, 2010 12:14 pm
Forum: Advanced Help
Topic: Problem with alpha texture
Replies: 5
Views: 1575

Do you render the head with an alpha material as well? It looks like the browes are rendered first, and blended with the background. Only then the head is rendered. You need to either switch the head's materials, or change the render order (probably by rendering the browes in a second scene manager ...
by sylpheed
Mon Sep 27, 2010 11:18 am
Forum: Advanced Help
Topic: Problem with alpha texture
Replies: 5
Views: 1575

It looks like this:

Image

Almost the same with MaterialTypeParam = 1.0. I would use shaders to fix this, but I'm using Irrlicht materials for whole scene, so I would have to implement a shader per object in the scene (lighting issues).
by sylpheed
Mon Sep 27, 2010 9:52 am
Forum: Advanced Help
Topic: Problem with alpha texture
Replies: 5
Views: 1575

Problem with alpha texture

I have a problem using a texture with alpha channel. If I use

material.MaterialType = EMT_TRANSPARENT_ALPHA_CHANNEL;

then my mesh looks like this:

http://i53.tinypic.com/crjus.jpg

You can see that background is shown in mesh edges. If I use

material.MaterialType = EMT_TRANSPARENT_ALPHA ...
by sylpheed
Mon Aug 30, 2010 7:35 am
Forum: Project Announcements
Topic: XEffects - Reloaded - New Release (V 1.4)
Replies: 826
Views: 541179

Did you see the VSM shadow demo? It can help a lot with that.

If that doesn't help then it would need to be extended with techniques like PSSM, there are some examples around but it can be quite tricky to implement.

Thanks for posting and help BlindSide :D . VSM shadow is great, but it only ...
by sylpheed
Fri Aug 27, 2010 12:30 pm
Forum: Project Announcements
Topic: XEffects - Reloaded - New Release (V 1.4)
Replies: 826
Views: 541179

I've been using XEffects for this week and it's a very nice addon for Irrlicht, congratulations BlindSide :wink:

It helped me a lot for creating real Ambient Occlussion, shadow maps are really easy to manage with XEffects. I only have a little "problem". If bloom and blur effects are disabled ...
by sylpheed
Thu Aug 26, 2010 12:16 pm
Forum: Advanced Help
Topic: Textures and fonts don't work in multiple windows in OpenGL
Replies: 2
Views: 960

You need to create the context such that it is shared with the one that Irrlicht creates. Please check example 14 (better in SVN, changes could be in Irrlicht 1.7 though) where I might have added a line to show how to do this. Otherwise google how to create shared contexts.

Thanks hybrid, now it ...
by sylpheed
Mon Aug 23, 2010 10:52 am
Forum: Advanced Help
Topic: Textures and fonts don't work in multiple windows in OpenGL
Replies: 2
Views: 960

Textures and fonts don't work in multiple windows in OpenGL

Hi, first of all sorry for my English.

I'm using wxWidgets and Irrlicht for a multiple graphic window aplication, concretely I'm using 2 Irrlicht Scene Managers in 2 different wxWindows. Everything works fine in Direct3D, but textures (using driver->draw2DImage) and fonts are not shown in OpenGL ...
by sylpheed
Fri May 28, 2010 6:39 am
Forum: Beginners Help
Topic: AntiAlias in windowed mode
Replies: 7
Views: 975

According to the API the AntiAlias member is only used in fullscreen mode... so not sure how you can see Antialiasing even with Direct3D.

I thought the same, so I checked it again and it's true, AntiAliasing is there for DirectX in windowed mode.

Did you check material settings?

You need to ...
by sylpheed
Thu May 27, 2010 6:35 am
Forum: Beginners Help
Topic: AntiAlias in windowed mode
Replies: 7
Views: 975

AntiAlias in windowed mode

I'm trying to activating AntiAlias in windowed mode using OpenGL. I'm using:

SIrrlichtCreationParameters param;
param.DriverType = EDT_OPENGL;
param.AntiAlias = 8;
device = createDeviceEx (param);

But it does not work. If I try with

param.DriverType = EDT_DIRECT3D9;

then it works. Am I missing ...
by sylpheed
Thu May 20, 2010 2:20 pm
Forum: Bug reports
Topic: ZDepth information is missing when Render To Texture
Replies: 7
Views: 1364

Sorry for posting so late, I have been very busy working.

The example I use to reproduce the it's the same as writtern in first post. Just creating two spheres and render them using render buffers. Then using a textured quad to represent the scene.

My graphic cards are dual 9600GT in SLI mode ...
by sylpheed
Fri May 14, 2010 6:20 am
Forum: Bug reports
Topic: ZDepth information is missing when Render To Texture
Replies: 7
Views: 1364

No luck with 1.7.0 version :(
by sylpheed
Thu May 13, 2010 9:55 am
Forum: Bug reports
Topic: ZDepth information is missing when Render To Texture
Replies: 7
Views: 1364

It's strange, the problem is at AntiAlias in SIrrlichtCreationParemeters. When AntiAlias is off, renderbuffer it's OK, when it's on, renderbuffer ignores zbuffer.

Another problem: I tried to render with OpenGL and I have the same problems tha this guy: http://irrlicht.sourceforge.net/phpBB2 ...
by sylpheed
Wed May 12, 2010 1:00 pm
Forum: Bug reports
Topic: ZDepth information is missing when Render To Texture
Replies: 7
Views: 1364

It would be related with my problem:

http://irrlicht.sourceforge.net/phpBB2/ ... ht=zbuffer

I'm using Irrlicht 1.7.1. Have been fixed?
by sylpheed
Wed May 12, 2010 12:51 pm
Forum: Bug reports
Topic: ZDepth information is missing when Render To Texture
Replies: 7
Views: 1364

ZDepth information is missing when Render To Texture

Hi all, first of all sorry for my English.

I'm having a few troubles rendering to texture in DirectX. It seems like it does not use zdepth information when rendering to texture. For example, a mesh is painted overlaying other mesh that should be in front of first one.

If I render directly in ...