Search found 16 matches

by drhenry
Fri Sep 24, 2010 8:17 am
Forum: Advanced Help
Topic: Shader debugging: show samples
Replies: 0
Views: 731

Shader debugging: show samples

Hi everyone,

I'd like to debug a shader:
for each pixel in the fragment shader, I take a few samples around it. I'd like to validate, if the sample locations are where I expect them to be. Any idea how I can achieve this? (it's a GLSL shader).
It would be quite nice to show all the sample pixels e ...
by drhenry
Wed Sep 15, 2010 12:43 pm
Forum: Advanced Help
Topic: texture wrapping mode
Replies: 2
Views: 1564

Ok, I think, I've fixed it:
ScreenQuad.getMaterial().TextureLayer[2].TextureWrapU = ETC_CLAMP_TO_EDGE;
ScreenQuad.getMaterial().TextureLayer[2].TextureWrapV = ETC_CLAMP_TO_EDGE;
did the trick. Although I still don't understand why (can anyone explain it to me?)... in the shader I clamped the ...
by drhenry
Wed Sep 15, 2010 10:10 am
Forum: Advanced Help
Topic: texture wrapping mode
Replies: 2
Views: 1564

texture wrapping mode

Hi,

I'm implementing a Screen Space Ambient Occlusion (SSAO) shader and have difficulties with texture wrapping. (For those who don't know SSAO: it's a technique, where you compute the amount of occlusion for each pixel by comparing its depth with surrounding sample pixels. If samples are closer to ...
by drhenry
Thu Aug 19, 2010 4:40 pm
Forum: Beginners Help
Topic: Font does not display
Replies: 6
Views: 631

Jesus!
Thanks for the hint with XEffects.
There's another post dscribing the issue:
http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?p=218328&sid=0942ea6c41e6a5609b6cd83842800ce5

I just had to add
driver->setMaterial(irr::video::SMaterial());
to the end of EffectHandler::update and the GUI ...
by drhenry
Thu Aug 19, 2010 4:29 pm
Forum: Beginners Help
Topic: Font does not display
Replies: 6
Views: 631

Irrlicht version 1.7.1.
Open GL driver (via EDT_OPENGL)
Windows XP Home SP3
renderer OpenGL 3.3.0
GeForce 8600GT
GLSL version 3.3

Yes, I've based my project on XEffects (I just wanted to code another ScreenSpace Ambient Occlusion demo).

I can't change EDT_OPENGL to DirectX, cause I have some glsl ...
by drhenry
Thu Aug 19, 2010 2:23 pm
Forum: Beginners Help
Topic: Font does not display
Replies: 6
Views: 631

I compiled and executed Tutorial 5 ("User interface"), which works fine - the fonts are displayed correctly. Project settings are nearly the same as mine.

Ah, wait: I've just added an image to the window:

m_guiEnv->addImage(m_driver->getTexture("./media/irrlichtlogo2.png"), position2d<int>(10,10 ...
by drhenry
Thu Aug 19, 2010 12:30 pm
Forum: Beginners Help
Topic: Font does not display
Replies: 6
Views: 631

Meanwhile I've used another font ("fontcourier.bmp") which doesn't work either. But interesting: instead of the black spots (see screenshot above) where the text should be, now a few cryptic letters appear.
Any ideas?
by drhenry
Wed Aug 18, 2010 10:37 pm
Forum: Beginners Help
Topic: Font does not display
Replies: 6
Views: 631

Font does not display

Hello,

I'm trying to add some Gui functionality to my Irrlicht application without success. Only black dots appear, where the button caption should be...
See my screenshot:
http://rapidshare.com/files/413764772/SSAO-Gui-Screenshot.jpg
((Button is to the left and another static text is some pixels ...
by drhenry
Sun Aug 15, 2010 2:19 pm
Forum: Advanced Help
Topic: Loading obj mesh files with 32bit index type
Replies: 18
Views: 11117

Loading obj mesh files with 32bit index type

Hello,
when I load an obj file, I get the error "Too many vertices for 16bit index type, render artifacts may occur." (16bit indices limit index count to 65536)
I took a look into the Irrlicht source code and saw, that there's a struct called E_INDEX_TYPE indicating that either 16bits or 32 bits can ...
by drhenry
Thu Aug 12, 2010 3:42 pm
Forum: Beginners Help
Topic: More textures for the shader / recompile Irrlicht with 8 txt
Replies: 7
Views: 1040

I've come across the same issue. Have there any changes been made to Irrlicht concerning the maximum texture restriction of 4 textures? Can I now in Irrlicht 1.7.1 just change the _IRR_MATERIAL_MAX_TEXTURES_ definition to let's say 8?
by drhenry
Tue Aug 10, 2010 11:08 am
Forum: Beginners Help
Topic: rectangular textures
Replies: 5
Views: 511

Don't bother, I think I can get along without the rectangular extension. It's just a matter of rewriting some texture access code.
Anyway, thanks for your information, hybrid, about support of rect textures in Irrlicht.
by drhenry
Mon Aug 09, 2010 10:35 am
Forum: Beginners Help
Topic: rectangular textures
Replies: 5
Views: 511

I took the XEffects project by BlindSide (see http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=30631 ) and wanted to replace SSAO by the way Unity engine does it.
Download my project at
http://rapidshare.com/files/411909598/SSAOEffect_forum.zip
It's still in development...blurring is ...
by drhenry
Mon Aug 09, 2010 9:36 am
Forum: Beginners Help
Topic: rectangular textures
Replies: 5
Views: 511

rectangular textures

Hi,

is it possible to use rectangular textures in Irrlicht?
I'd like to use sample2DRect and texture2DRect in my GLSL shader, but texture coordinates seem to be floats in [0,1]x[0,1] instead of integers in [0,texWidth]x[0,texHeight].
I saw in the Irrlicht source code, that textures are always bound ...
by drhenry
Sun Aug 08, 2010 10:08 am
Forum: Everything 2d/3d Graphics
Topic: How to save a depth buffer to image file (as greyscale)?
Replies: 8
Views: 6017

Thanks. Ok, as you already mentioned, because of the low depth precision of 8 bit you can't even distinguish the objects from each other in the resulting image file.
Is there any way to get such a nice grey scale image like in http://en.9jcg.com/comm_pages/blog_content-art-168.htm?
by drhenry
Sat Aug 07, 2010 5:13 pm
Forum: Everything 2d/3d Graphics
Topic: How to save a depth buffer to image file (as greyscale)?
Replies: 8
Views: 6017

I don't want to use the depth map externally. I'd like to save it so that I can have a look at it later on (for some kind of debugging).

Ok, if I create the depth texture as ECF_G32R32F, I'll have to decode depth in the shader via


vec4 texDepth = texture2D(DepthMapSampler, coords);
float depth ...