you're right.ACE247 wrote:Oh ignore him, he's just a Graphics troll.
Search found 25 matches
- Tue Sep 04, 2012 8:52 am
- Forum: Competition Time!
- Topic: Screenshot of the Month August 2012 [winner announced]
- Replies: 15
- Views: 14783
Re: Screenshot of the Month August 2012 [vote now]
- Wed Aug 29, 2012 9:17 am
- Forum: Project Announcements
- Topic: Character Animation System
- Replies: 43
- Views: 150169
- Wed Aug 29, 2012 9:13 am
- Forum: Bug reports
- Topic: [unconfirmed] Messed up Projection-Matrices
- Replies: 14
- Views: 4009
Re: [unconfirmed] Messed up Projection-Matrices
just take some code from Ogre matrices and most stuff will be repaired.
- Wed Aug 29, 2012 7:55 am
- Forum: Competition Time!
- Topic: Screenshot of the Month August 2012 [winner announced]
- Replies: 15
- Views: 14783
Re: Screenshot of the Month August 2012 [vote now]
not very impressive screenshots this month.
- Sun Apr 08, 2012 1:31 pm
- Forum: Project Announcements
- Topic: Textures compression tool (BINARY RELEASED)
- Replies: 71
- Views: 33021
Re: Textures compression tool (BINARY RELEASED)
I'd love the exporter to export 3D textures. I already have a KTX loader. Is there any chance to see that feature? thx for the loader
- Thu Aug 11, 2011 4:11 pm
- Forum: Code Snippets
- Topic: xml based postprocessing framework
- Replies: 125
- Views: 176770
Re: xml based postprocessing framework
sure you just need to send a "blend" constant to a shader wich receives as input the screenshot before "myShader" is applied and after the "myShader" was applied and then just mix the two inputs according to the blend factor.
This is not the best way for fading displacement shader such as the water ...
This is not the best way for fading displacement shader such as the water ...
- Thu Aug 11, 2011 4:06 pm
- Forum: Open Discussion and Dev Announcements
- Topic: What are the plans for Irrlicht 1.8 and further?
- Replies: 264
- Views: 74539
Re: What are the plans for Irrlicht 1.8 and further?
The most needed features are:
1) 1D textures
2) floating point textures
3) GPU skinning weighted bones.
4) gamma correction without the need of shaders.
EDIT:
forget to tell to use Nvidia/ati extensions for enable the query of extra hardware features like available videoram and number of ...
1) 1D textures
2) floating point textures
3) GPU skinning weighted bones.
4) gamma correction without the need of shaders.
EDIT:
forget to tell to use Nvidia/ati extensions for enable the query of extra hardware features like available videoram and number of ...
- Thu Aug 11, 2011 3:57 pm
- Forum: Advanced Help
- Topic: Rendering to 60000x60000
- Replies: 4
- Views: 1267
Re: Rendering to 60000x60000
The most simple way is to use a identity matrix (as irrlicht's GUI is doing). wich makes the viewing volume become a cube wich is strecthed on one side to fit the screen of your PC..
Use an orthographic camera, that way there is no prespective shift for diffrent tiles
wich is exactly the ...
- Wed Apr 13, 2011 8:41 am
- Forum: Beginners Help
- Topic: hi i have a little problem
- Replies: 1
- Views: 340
hi i have a little problem
I have installed a new video card with pixel shader 2.0 (I had only 1.2 and games like Spores were having much graphics troubles and visive artifacts).
Now I have 2 graphics cards, Newest games run smoothly, but now if i try to run the Shaders demo of irrlicht seems I have no pixel shader support ...
Now I have 2 graphics cards, Newest games run smoothly, but now if i try to run the Shaders demo of irrlicht seems I have no pixel shader support ...
- Wed Feb 02, 2011 11:03 am
- Forum: Beginners Help
- Topic: saveScene question
- Replies: 7
- Views: 567
- Wed Feb 02, 2011 10:32 am
- Forum: Open Discussion and Dev Announcements
- Topic: Run your test here
- Replies: 6
- Views: 2617
- Wed Jan 19, 2011 9:21 am
- Forum: Game Programming
- Topic: Work-stealing multithreading
- Replies: 6
- Views: 3978
- Wed Jan 19, 2011 9:04 am
- Forum: Advanced Help
- Topic: need help with glsl shader
- Replies: 1
- Views: 845
need help with glsl shader
i have some time ago wrote a directx shader, but now i'm having trouble in using it under opengl.
I need a glsl shader that accept as parameters 2 values(vertex shader)
f32 time
f32 vector3df
I need to move a vertex according to the time and vector3df
I simply want to move a point sprite cloud ...
I need a glsl shader that accept as parameters 2 values(vertex shader)
f32 time
f32 vector3df
I need to move a vertex according to the time and vector3df
I simply want to move a point sprite cloud ...
- Thu Jan 13, 2011 9:59 am
- Forum: Project Announcements
- Topic: Version 0.1 Alpha Release: Irrlicht Dedicated Physics Engine
- Replies: 45
- Views: 14877
- Thu Jan 13, 2011 9:53 am
- Forum: Open Discussion and Dev Announcements
- Topic: Run your test here
- Replies: 6
- Views: 2617