Search found 14 matches

by VeeZed
Sun Nov 14, 2010 2:04 pm
Forum: Advanced Help
Topic: Realistic grass w/ billboards
Replies: 28
Views: 7491

OK. I just wanted to update the status. The change of the texture added a lot to the appearance of the grass. I've also added "bushes" using the same generation technique.

The results are the following:
http://dl.dropbox.com/u/9070955/IrrLicht/grass_test1.jpg
http://dl.dropbox.com/u/9070955 ...
by VeeZed
Mon Nov 01, 2010 5:25 pm
Forum: Advanced Help
Topic: Realistic grass w/ billboards
Replies: 28
Views: 7491

Yes. A very nice way of killing the frame rate, while hiding it cunningly into some shader math :) :lol:


OK. Good to know that you are not one of this "anything-can-be-done-by-pixel-shader" guys (or should I say geometry shaders? because it seems that it's a new idol for a lot). Nothing personal ...
by VeeZed
Mon Nov 01, 2010 5:11 pm
Forum: Advanced Help
Topic: Realistic grass w/ billboards
Replies: 28
Views: 7491

Well, i supposed that you know a thing or two about shaders, and knew, that fragment shader only applies color :wink:


Well, as you might know (as you too know a thing or two about shaders), they can also be used to make a "distortion effect" in texture (say, per-pixel adjust of the texture ...
by VeeZed
Mon Nov 01, 2010 4:54 pm
Forum: Advanced Help
Topic: Realistic grass w/ billboards
Replies: 28
Views: 7491


The one on the right, shaped like a triangle.


OK. I see. This always work good for the FPS (specially terrain-based FPS), but it isn't very nice for the RTS-like things. The camera in RTS is positioned much higher, so you often see the top part of the "mesh" (i.e. you actually see that it is ...
by VeeZed
Mon Nov 01, 2010 3:59 pm
Forum: Advanced Help
Topic: Realistic grass w/ billboards
Replies: 28
Views: 7491

Indeed, the texture is probably what matters the most :D (thanks, ACE :wink: )

VeeZed: my grass meshes are triangles - so each is made of 3 planes.


it's not easy to understand the exact location of these 3 planes (too dark for this :) ). i.e. whether it's a 3 vertical ones with different ...
by VeeZed
Mon Nov 01, 2010 3:37 pm
Forum: Advanced Help
Topic: Realistic grass w/ billboards
Replies: 28
Views: 7491


However, mine runs on 360 fps when i switch to default irrlicht lighting :lol:

But, yes, your map is a lot bigger

And you also have some AI and animated characters there.

So it's hard to tell. Mine looks a lot nicer though :P Also, your grass animates in a weird way. :)

OK. You win. Doesn't ...
by VeeZed
Mon Nov 01, 2010 3:14 pm
Forum: Advanced Help
Topic: Realistic grass w/ billboards
Replies: 28
Views: 7491

mine only has less than 10 chunks of grasses in the scene so its not really fair to compare it with yours. i think instead of generating just 1 piece of grass like what you shown in the screeny, what about if you use the same method to procedurally place manually-made grass models around the ...
by VeeZed
Mon Nov 01, 2010 3:11 pm
Forum: Advanced Help
Topic: Realistic grass w/ billboards
Replies: 28
Views: 7491


how's this :D
It's taken on my rather sucky laptop with ATI mobility radeon 5470. As you can see, also includes per pixel spot light shader for up to 8 lights 8)
And still having 117 FPS :P


This looks pretty good :) Please bear in mind that 5470 is 4 years newer than mine, so it would be ...
by VeeZed
Sun Oct 31, 2010 9:38 pm
Forum: Advanced Help
Topic: Realistic grass w/ billboards
Replies: 28
Views: 7491

Almost forgot! It will be really appreciated if you provide your FPS results for grass/no-grass render.

My poor working laptop (with an integrated ATI RADEON XPRESS 1100) shows 42/68 FPS, but I'm pretty sure that more or less good hardware will have much-much better results.

OK. I made one more ...
by VeeZed
Sun Oct 31, 2010 9:32 pm
Forum: Advanced Help
Topic: Realistic grass w/ billboards
Replies: 28
Views: 7491

Looks like I've made the initial implementation of my "grass generator".

*** Implementation ***

The basic idea behind the scene is the following (just like I said in my previous post):

0. Create the initial texture that contains several "leafs" in it. The more leafs are inside the texture, the ...
by VeeZed
Sun Oct 31, 2010 9:07 am
Forum: Advanced Help
Topic: Looking for a specific Alpha blending
Replies: 2
Views: 1148

OK. Looks like I solved this using a generic Material plus one small "low-level Hack" (grr... :( ).

---------------

The DIRTY solution is the following:

1. Use EMT_ONETEXTURE_BLEND as a base Material.

2. Use pack_texureBlendFunc function to setup Material. Use (ONE, ONE_MINUS_SRC_ALPHA) blending ...
by VeeZed
Sat Oct 30, 2010 10:47 pm
Forum: Advanced Help
Topic: Looking for a specific Alpha blending
Replies: 2
Views: 1148

Looking for a specific Alpha blending

Hello everyone,

It looks like I'm a bit stuck with the material types/alpha blending. So I would really appreciate if anyone can help me a bit.

First of all, let me describe what I'm trying to achieve. I have some RGBA texture, which alpha values are mostly 0.0 or 1.0 (and some areas in between ...
by VeeZed
Thu Oct 28, 2010 7:25 pm
Forum: Advanced Help
Topic: Realistic grass w/ billboards
Replies: 28
Views: 7491

First of all, I would like to say that it would be really interesting to look at this bush in wireframes. As I understand, there are just a several quads intersected at "random" angles and each of them represents the "line of leafs". Am I correct?

If it is so, the texture should contain a lot of ...
by VeeZed
Wed Oct 27, 2010 8:44 pm
Forum: Code Snippets
Topic: RTS-like "Terrain Camera"
Replies: 1
Views: 2214

RTS-like "Terrain Camera"

Hello everyone!

I'm a newbie user of IrrLicht engine (although I have some experience in pure-OGL development in the past), so don't kick me with your boots if I'm doing something wrong :)

Some time ago I started to work on a small hobby project based on IrrLicht. Pretty fast I found that there is ...