Search found 51 matches

by kevinsbro
Fri Jan 20, 2012 1:40 am
Forum: Advanced Help
Topic: Rendering the scene yourself
Replies: 3
Views: 452

Re: Rendering the scene yourself

Thank you for the info. It really helps me out. In case anyone is just curious, I've run a few tests in my program and have figured that the onSetConstants function gets called every time the material is "set" even if the driver is already set to that material. It still takes place even if...
by kevinsbro
Thu Jan 19, 2012 4:25 am
Forum: Advanced Help
Topic: Rendering the scene yourself
Replies: 3
Views: 452

Rendering the scene yourself

So in trying to make my own draw call for the scene, but I'm running into problems. When I look at the source for the drawAll function in the sceneManager I dont get where the culling comes in. I really dont mind doing my own culling though. Also, I read that its faster for the video driver to draw ...
by kevinsbro
Mon Jan 16, 2012 4:35 pm
Forum: Advanced Help
Topic: Understanding Shaders
Replies: 32
Views: 3411

Re: Understanding Shaders

Thank you so much for all the advice!
by kevinsbro
Mon Jan 16, 2012 4:47 am
Forum: Advanced Help
Topic: Understanding Shaders
Replies: 32
Views: 3411

Re: Understanding Shaders

Well here's another thought. Does it cost memory or performance to pass a texture to the shader?
by kevinsbro
Sat Jan 14, 2012 5:55 pm
Forum: Advanced Help
Topic: Understanding Shaders
Replies: 32
Views: 3411

Re: Understanding Shaders

Ok, some good advice here. So I know now to stay away from "if's" but do you guys know how performance behaves on computers with integrated graphics on their CPU? (No actual graphics card) And then the only way I know to stay away from "if's" is to create a bunch of different sha...
by kevinsbro
Sat Jan 14, 2012 4:25 am
Forum: Advanced Help
Topic: Understanding Shaders
Replies: 32
Views: 3411

Re: Understanding Shaders

My confusion was that the constant declared in the vertex shader was being passed with no change to the pixel shader using "TEXCOORD(your number here)". I was just wondering if this is more efficient than simply declaring the same constant in the pixel shader? Does the pixel shader get run...
by kevinsbro
Fri Jan 13, 2012 9:21 pm
Forum: Advanced Help
Topic: Shadows
Replies: 2
Views: 572

Re: Shadows

Thank you so much for your help! Ive looked into what you said and am now trying to create a sort of PSSM in XEffects.
by kevinsbro
Fri Jan 13, 2012 9:19 pm
Forum: Advanced Help
Topic: Understanding Shaders
Replies: 32
Views: 3411

Understanding Shaders

Im trying to get a quick grasp on how exactly shaders work in irrlicht. Is there a difference between putting constants in the vertex shader vs the pixel shader? Is it costly to the graphics processing to have a lot of high level shaders initialized? or would it be better to try and combine them and...
by kevinsbro
Mon Jan 09, 2012 6:34 am
Forum: Advanced Help
Topic: Shadows
Replies: 2
Views: 572

Shadows

So I've studied xEffetcs and its way of shadow mapping, but I'm afraid its not going to help with the style of game I'm going for. I've searched the forum for an RTS like shadow system but I just can't seem to know how to word what I'm looking for correctly. Shadows that are projected in the same di...
by kevinsbro
Thu Jan 05, 2012 11:59 pm
Forum: Project Announcements
Topic: XEffects - Reloaded - New Release (V 1.4)
Replies: 826
Views: 433938

Re: XEffects - Reloaded - New Release (V 1.3)

So just a quick question. If I'm looking at the source correctly Xeffects renders the shadow map first, then runs that through to make the actual projected shadows, then renders for appropriate lighting shades, then renders the normal scene with whatever shader material I'm using. Don't all these re...
by kevinsbro
Thu Jan 05, 2012 11:37 pm
Forum: Advanced Help
Topic: Advice
Replies: 8
Views: 978

Re: Advice

Its actually a 30 by 20 stack of cubes with working physics. And the cube models I'm using have rounded edges at about 40 triangles each. My main goal here is to just make sure I pack in the most amount of FPS as I can. My next mission is to integrate the instancing into Xeffects for shadow mapping.
by kevinsbro
Thu Jan 05, 2012 5:38 am
Forum: Advanced Help
Topic: Advice
Replies: 8
Views: 978

Re: Advice

So I have successfully integrated shader instancing in my code. Although it doesn't boost my FPS as much as I'd like I am getting about 40 more fps (200 to 240). I have seemed to notice however, that openGL gets a bigger frame boost from shader instancing than directX. I don't know if others have se...
by kevinsbro
Wed Dec 28, 2011 4:49 am
Forum: Advanced Help
Topic: Advice
Replies: 8
Views: 978

Re: Advice

Thank you for the help so far. I've researched all of this and have run some tests. I used the amazing mesh combiner from Lonesome Ducky, dumbed it down to strictly combining multiple instances of the same mesh (no texture details). I found that combining the meshes (600 in this case) every frame do...
by kevinsbro
Mon Dec 26, 2011 4:44 am
Forum: Advanced Help
Topic: Advice
Replies: 8
Views: 978

Re: Advice

Thank you for your help so far. I understand reducing the draw calls by combining the meshes would help speed things up but is that a reasonable approach when they're all constantly moving due to physics. I guess I would e able to create a new combined mesh every frame, but would this sounds like it...
by kevinsbro
Sun Dec 25, 2011 8:40 pm
Forum: Advanced Help
Topic: Advice
Replies: 8
Views: 978

Advice

I currently have a system made where you make a physics node and then add mesh nodes or whatever to follow the physics node as it interacts with the environment. I'm concerned that this may be inefficient since it requires two nodes for one simple physics object. should I be at all concerned about t...