Search found 76 matches
- Sat Feb 12, 2011 8:51 pm
- Forum: Project Announcements
- Topic: XEffects - Reloaded - New Release (V 1.4)
- Replies: 826
- Views: 526275
- Tue Feb 08, 2011 6:59 pm
- Forum: Advanced Help
- Topic: Some things with implementing bloom
- Replies: 1
- Views: 655
Some things with implementing bloom
So, I've got basic stuff working (including depth map) in my post-processing "framework", but I have some problems implementing more sophisticated effects like bloom.
As far as I know, I need at least 2 simultaneous RTTs, one for the normal rendered screen and another for the bright area separation ...
As far as I know, I need at least 2 simultaneous RTTs, one for the normal rendered screen and another for the bright area separation ...
- Sun Feb 06, 2011 6:18 pm
- Forum: Advanced Help
- Topic: Problems in simple post processing in HLSL
- Replies: 2
- Views: 750
- Sun Feb 06, 2011 5:30 pm
- Forum: Advanced Help
- Topic: Problems in simple post processing in HLSL
- Replies: 2
- Views: 750
Problems in simple post processing in HLSL
Hi, I've recently tried to create a small post processing system for demo purposes. I'm having a problem that the final image gets more and more blurred the more post processing passes I render.
Here is my vertex shader for the screen quad:
struct VS_OUTPUT
{
float4 position : POSITION0;
float2 ...
Here is my vertex shader for the screen quad:
struct VS_OUTPUT
{
float4 position : POSITION0;
float2 ...
- Mon Jan 31, 2011 12:35 pm
- Forum: Project Announcements
- Topic: Project gallery and website. Submit projects here
- Replies: 9
- Views: 24008
- Fri Nov 12, 2010 8:37 pm
- Forum: Project Announcements
- Topic: ComineGL: Game Library for Learning Programming in C/C++
- Replies: 94
- Views: 23644
- Mon Nov 01, 2010 9:38 pm
- Forum: Project Announcements
- Topic: 9084 - Red Robot Inc.
- Replies: 20
- Views: 7916
I played it through : ) I give it this is probably one of the best stuff (along with for example TimeWalker) I've seen done with Irrlicht. But, as the project clearly aims high, I also had high expectations and the critique will also be quite strict. Just keep it in mind : )
Okay, first of all the ...
Okay, first of all the ...
- Sat Oct 23, 2010 2:07 pm
- Forum: Project Announcements
- Topic: Game project: Quantum [FINISHED!]
- Replies: 24
- Views: 15290
I was saying that it seemed like if I kept building towers or using effects the hordes kept spawning right away but if I let a horde just die I would get a break between spawns and be able to gain more power.
Oh, the hordes and bosses are pretty much predefined (or at least their spawn times and ...
Oh, the hordes and bosses are pretty much predefined (or at least their spawn times and ...
- Wed Oct 20, 2010 12:27 pm
- Forum: Project Announcements
- Topic: Game project: Quantum [FINISHED!]
- Replies: 24
- Views: 15290
Thank you everyone for your comments, and also thanks to everyone that has had time to play our game : )
Didn't work on wine :(
Must be because the game uses the Direct3D9 driver. I once tried and none of the Irrlicht examples ran on Wine using D3D9. OpenGL driver on the other hand ran fine. But ...
Didn't work on wine :(
Must be because the game uses the Direct3D9 driver. I once tried and none of the Irrlicht examples ran on Wine using D3D9. OpenGL driver on the other hand ran fine. But ...
- Tue Oct 19, 2010 1:19 pm
- Forum: Project Announcements
- Topic: Character System Demo (feat. Miku Hatsune) MKII
- Replies: 41
- Views: 21834
- Mon Oct 18, 2010 7:05 pm
- Forum: Project Announcements
- Topic: Game project: Quantum [FINISHED!]
- Replies: 24
- Views: 15290
- Fri Oct 08, 2010 7:45 am
- Forum: Project Announcements
- Topic: irrBullet 0.1.8 - Bullet physics wrapper
- Replies: 454
- Views: 221194
- Thu Oct 07, 2010 2:39 pm
- Forum: Project Announcements
- Topic: irrBullet 0.1.8 - Bullet physics wrapper
- Replies: 454
- Views: 221194