RTT:
m_poRenderTarget0 = m_poVideoDriver->addRenderTargetTexture(dimension2d<u32>(m_sResolution.m_lWidth, m_sResolution.m_lHeight), "RTT0", ECF_A8R8G8B8);
Texture:
m_pInputTexture = m_poVideoDriver->addTexture(dimension2d<u32>(m_sResolution.m_lWidth, m_sResolution.m_lHeight), "Surface", ECF ...
Search found 16 matches
- Mon Jun 24, 2013 8:47 am
- Forum: Beginners Help
- Topic: video frame region post-process effect
- Replies: 4
- Views: 602
- Fri Jun 21, 2013 9:48 am
- Forum: Beginners Help
- Topic: video frame region post-process effect
- Replies: 4
- Views: 602
Re: video frame region post-process effect
Hi,
Isn't there anyone that have an idea about why using a texture loaded from a file as a source in my shader has a different behaviour than a RTT filled with the same texture (draw2DImage) and used as source?
Is there anyone that knowing Irrlicht or the shader technology in the deep see something ...
Isn't there anyone that have an idea about why using a texture loaded from a file as a source in my shader has a different behaviour than a RTT filled with the same texture (draw2DImage) and used as source?
Is there anyone that knowing Irrlicht or the shader technology in the deep see something ...
- Mon Jun 17, 2013 10:20 am
- Forum: Beginners Help
- Topic: video frame region post-process effect
- Replies: 4
- Views: 602
video frame region post-process effect
Hi,
I'm studying how to post-process a region of a video frame, for example to apply a mosaic effect in a small quad region.
In each rendering cycle I have:
1. a texture that represents the current source frame
2. a quad that represents the effect rectangular region
3. a RTT as a destination of the ...
I'm studying how to post-process a region of a video frame, for example to apply a mosaic effect in a small quad region.
In each rendering cycle I have:
1. a texture that represents the current source frame
2. a quad that represents the effect rectangular region
3. a RTT as a destination of the ...
- Thu Dec 13, 2012 9:34 am
- Forum: Beginners Help
- Topic: png texture alpha blending without any alpha cutoff
- Replies: 13
- Views: 2067
Re: png texture alpha blending without any alpha cutoff
I solved the final issue setting in the addHighLevelShaderMaterialFromFiles(...) call for each shape rendered in the RTT intermediate stage, a EMT_ONETEXTURE_BLEND material type instead of EMT_TRANSPARENT_ALPHA_CHANNEL:
io::path psFileName0; // filename for the pixel shader
psFileName0 = "C ...
io::path psFileName0; // filename for the pixel shader
psFileName0 = "C ...
- Thu Dec 13, 2012 7:49 am
- Forum: Beginners Help
- Topic: png texture alpha blending without any alpha cutoff
- Replies: 13
- Views: 2067
Re: png texture alpha blending without any alpha cutoff
Maybe could be that the alpha channel is rendered twice, as it is mentioned in this thread "Draw fonts to RTT with alpha", http://irrlicht.sourceforge.net/forum/v ... hp?t=45901 ?
If yes, is there anyone that know a solution/workaround?
If yes, is there anyone that know a solution/workaround?
- Wed Dec 12, 2012 8:37 am
- Forum: Beginners Help
- Topic: png texture alpha blending without any alpha cutoff
- Replies: 13
- Views: 2067
Re: png texture alpha blending without any alpha cutoff
Now, in my simplified test application, also with RTT the alpha is ok (and at this moment I don't know why in my original application it doesn't work), but there is a new problem: using a RTT as intermediate stage, alpha blending has less quality than in the direct rendering case.
No RTT: http ...
No RTT: http ...
- Wed Dec 12, 2012 8:13 am
- Forum: Beginners Help
- Topic: png texture alpha blending without any alpha cutoff
- Replies: 13
- Views: 2067
Re: png texture alpha blending without any alpha cutoff
a custom shader that simply copies the texture color on output.
- Tue Dec 11, 2012 5:20 pm
- Forum: Beginners Help
- Topic: png texture alpha blending without any alpha cutoff
- Replies: 13
- Views: 2067
Re: png texture alpha blending without any alpha cutoff
Hi,
I wrote a simplified test application with same shaders and png and alpha is ok.
I'm still investigating if the RTT use in my workflow could be the cause.
I wrote a simplified test application with same shaders and png and alpha is ok.
I'm still investigating if the RTT use in my workflow could be the cause.
- Wed Dec 05, 2012 7:53 pm
- Forum: Beginners Help
- Topic: png texture alpha blending without any alpha cutoff
- Replies: 13
- Views: 2067
Re: png texture alpha blending without any alpha cutoff
Hi,
maybe I have found the problem, but I'm not sure.
Going to the Irrlicht source code, the class CD3D9MaterialRenderer_TRANSPARENT_ALPHA_CHANNEL (CD3D9MaterialRenderer.h) enables the alpha-blending and the alpha-test:
pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE ...
maybe I have found the problem, but I'm not sure.
Going to the Irrlicht source code, the class CD3D9MaterialRenderer_TRANSPARENT_ALPHA_CHANNEL (CD3D9MaterialRenderer.h) enables the alpha-blending and the alpha-test:
pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE ...
- Wed Dec 05, 2012 4:43 pm
- Forum: Beginners Help
- Topic: png texture alpha blending without any alpha cutoff
- Replies: 13
- Views: 2067
Re: png texture alpha blending without any alpha cutoff
Hi,
I tried Irrlicht 1.7.3 and now 1.8 release. Windows 7 64bit, Direct3D9 driver.
But I'm an Irrlicht newbie and I believe it's likely my own mistake. Let me add some informations:
- each quad is a couple of triangles, drawn via drawIndexedTriangleList.
- each quad is managed by a custom scene ...
I tried Irrlicht 1.7.3 and now 1.8 release. Windows 7 64bit, Direct3D9 driver.
But I'm an Irrlicht newbie and I believe it's likely my own mistake. Let me add some informations:
- each quad is a couple of triangles, drawn via drawIndexedTriangleList.
- each quad is managed by a custom scene ...
- Wed Dec 05, 2012 3:29 pm
- Forum: Beginners Help
- Topic: png texture alpha blending without any alpha cutoff
- Replies: 13
- Views: 2067
Re: png texture alpha blending without any alpha cutoff
Hi hendu,
I tried to set it to 0 (or to leave the default) but it seems to imply that alpha cutoff value is 0, so the texture appears totally opaque.
Trying value greater than 0, i.e 0.5, the result is that pixels with alpha less than 0.5 are considered fully transparent, and > 0.5 are considered ...
I tried to set it to 0 (or to leave the default) but it seems to imply that alpha cutoff value is 0, so the texture appears totally opaque.
Trying value greater than 0, i.e 0.5, the result is that pixels with alpha less than 0.5 are considered fully transparent, and > 0.5 are considered ...
- Wed Dec 05, 2012 11:22 am
- Forum: Beginners Help
- Topic: png texture alpha blending without any alpha cutoff
- Replies: 13
- Views: 2067
png texture alpha blending without any alpha cutoff
Hello,
In my test application I simply draw two quads, each one with a png texture with alpha channel. To manage the alpha blending I'm trying to use the EMT_TRANSPARENT_ALPHA_CHANNEL flag but it introduces an alpha cutoff (..MaterialTypeParam etc...) that degrades the original textures alpha ...
In my test application I simply draw two quads, each one with a png texture with alpha channel. To manage the alpha blending I'm trying to use the EMT_TRANSPARENT_ALPHA_CHANNEL flag but it introduces an alpha cutoff (..MaterialTypeParam etc...) that degrades the original textures alpha ...
- Tue Aug 03, 2010 4:31 pm
- Forum: Beginners Help
- Topic: Shaders multi-pass, techniques support
- Replies: 14
- Views: 3656
- Tue Aug 03, 2010 3:25 pm
- Forum: Beginners Help
- Topic: Shaders multi-pass, techniques support
- Replies: 14
- Views: 3656
- Tue Aug 03, 2010 2:41 pm
- Forum: Beginners Help
- Topic: Shaders multi-pass, techniques support
- Replies: 14
- Views: 3656