Search found 51 matches
- 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...
- 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 ...
- 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!
- 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?
- 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...
- 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...
- 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.
- 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...
- 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...
- 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...
- 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.
- 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...
- 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...
- 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...
- 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...