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 ...
Search found 16 matches
- Fri Sep 24, 2010 8:17 am
- Forum: Advanced Help
- Topic: Shader debugging: show samples
- Replies: 0
- Views: 731
- Wed Sep 15, 2010 12:43 pm
- Forum: Advanced Help
- Topic: texture wrapping mode
- Replies: 2
- Views: 1564
- 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 ...
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 ...
- Thu Aug 19, 2010 4:40 pm
- Forum: Beginners Help
- Topic: Font does not display
- Replies: 6
- Views: 631
- Thu Aug 19, 2010 4:29 pm
- Forum: Beginners Help
- Topic: Font does not display
- Replies: 6
- Views: 631
- Thu Aug 19, 2010 2:23 pm
- Forum: Beginners Help
- Topic: Font does not display
- Replies: 6
- Views: 631
- Thu Aug 19, 2010 12:30 pm
- Forum: Beginners Help
- Topic: Font does not display
- Replies: 6
- Views: 631
- 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 ...
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 ...
- 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 ...
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 ...
- 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
- Tue Aug 10, 2010 11:08 am
- Forum: Beginners Help
- Topic: rectangular textures
- Replies: 5
- Views: 511
- Mon Aug 09, 2010 10:35 am
- Forum: Beginners Help
- Topic: rectangular textures
- Replies: 5
- Views: 511
- 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 ...
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 ...
- 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?
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?
- 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