Search found 264 matches

by Klunk
Mon May 02, 2016 7:55 pm
Forum: Game Programming
Topic: Parsing the sampler and render states from .fx file
Replies: 1
Views: 3670

Re: Parsing the sampler and render states from .fx file

I ended up parsing the file myself, i created a preprocessed version of the file with

Code: Select all

D3DXPreprocessShaderFromFile()
which handles all the includes and macro's.

you then pass this new version to

Code: Select all

D3DXCreateEffectCompiler()
which gives you the parameter names to help parsing the file.
by Klunk
Sat Apr 30, 2016 6:13 pm
Forum: Game Programming
Topic: Parsing the sampler and render states from .fx file
Replies: 1
Views: 3670

Parsing the sampler and render states from .fx file

Autodesk in their wisdom have deprecated IGameFX and all it's accompanying classes... which meaning I need to rewrite some legacy code in an exporter (if we want to use it in newer versions of max). Now I can duplicate most of the stuff using direct3d sdk function  D3DXCreateEffectCompilerFromFile()...
by Klunk
Wed Sep 02, 2015 6:38 am
Forum: Advanced Help
Topic: GLSL Object Space Normal Map Shader (Solved)
Replies: 2
Views: 1271

Re: GLSL Object Space Normal Map Shader

yep I've seen that, i'm not animating the object and using a directional light, I was really after a yes or no. but for what it's worth this would be the glsl shader equivalent to what I'm doing in max with hlsl shader (which works entirely as expected) .vert uniform int  light;   varying vec3 light...
by Klunk
Tue Sep 01, 2015 4:48 pm
Forum: Advanced Help
Topic: GLSL Object Space Normal Map Shader (Solved)
Replies: 2
Views: 1271

GLSL Object Space Normal Map Shader (Solved)

out of interest has anyone managed to create one for irrlicht ? Though I've got a perfectly good tangent space version I was looking to get one working but it doesn't seem to be working correctly. The map is create in max and the fx shader I use in max works well but trying to replicate that in GLSL...
by Klunk
Thu Feb 19, 2015 8:24 pm
Forum: Off-topic
Topic: are you feeling the crunch ?
Replies: 0
Views: 1404

are you feeling the crunch ?

the joys of deadline days, milestones and release dateshttp://www.theguardian.com/technology/2 ... e-software
by Klunk
Thu Dec 25, 2014 9:07 am
Forum: Advanced Help
Topic: (Solved)Transparency Issue(Solved once more)
Replies: 10
Views: 1933

Re: (Solved)Transparency Issue(Solved once more)

the only issue with setting it as background object (ESNRP_SKY_BOX) is you have to manually set the draw order but as they are always supposed to be in the background this should not cause any draw problems.... I have a custom background mesh object that registers it's self as ESNRP_SKY_BOX to handl...
by Klunk
Wed Dec 24, 2014 8:20 pm
Forum: Advanced Help
Topic: (Solved)Transparency Issue(Solved once more)
Replies: 10
Views: 1933

Re: Transparency Issue

is your transparent star field object registered as a ESNRP_SKY_BOX ? I use this type for my custom sky dome with transparency. Just means it will always be rendered first negating any sorting issues.
by Klunk
Mon Nov 10, 2014 7:25 am
Forum: Advanced Help
Topic: EMF_TRANSPARENT_ALPHA rendering problem
Replies: 35
Views: 5483

Re: EMF_TRANSPARENT_ALPHA rendering problem

I know, it's just an example to show where alpha sorting can never work.
by Klunk
Sun Nov 09, 2014 8:39 am
Forum: Advanced Help
Topic: EMF_TRANSPARENT_ALPHA rendering problem
Replies: 35
Views: 5483

Re: EMF_TRANSPARENT_ALPHA rendering problem

Yeah, that or you have to write your own custom nodes which do their own sorting I guess. it's not a problem that can always be solved with code (and a common one in games). for example doing an alpha sort on a crossing tree, as a single mesh or two seperate scene nodes, which face/node is in front...
by Klunk
Thu Aug 14, 2014 1:13 pm
Forum: Beginners Help
Topic: Texture filtering
Replies: 1
Views: 347

Re: Texture filtering

i've gone for point & none = no filtering
linear = Bilinear
Anisotropic = Bilinear + Anisotropic
and
pyramidalquad = Trilinear
by Klunk
Thu Aug 14, 2014 11:40 am
Forum: Beginners Help
Topic: Texture filtering
Replies: 1
Views: 347

Texture filtering

what's the best match between the hlsl sampler state setting and irrlichs texturelayer setting where the hlsl values
are { none, point, linear, anisotropic, pyramidalquad, gaussianquad } ?
by Klunk
Thu Jul 17, 2014 8:53 pm
Forum: Advanced Help
Topic: xml reader
Replies: 4
Views: 756

Re: xml reader

just ignore me :D
by Klunk
Mon Apr 07, 2014 2:27 pm
Forum: Advanced Help
Topic: Again another texure alpha problem
Replies: 25
Views: 2803

Re: Again another texure alpha problem

the classic one is as it happens the chain link fence, the obvious solution is to use Alpharef but that can moire like a bitch so you try a semi transparent material, looks good doesn't moire nice; but for efficiency you 'd like nice long strips but now you have sorting issue with other transparent ...
by Klunk
Mon Apr 07, 2014 1:48 pm
Forum: Advanced Help
Topic: Again another texure alpha problem
Replies: 25
Views: 2803

Re: Again another texure alpha problem

I'm surprised that a special development is needed because we see quite often in games semi-transparent objects such as cars or even wire fencing..
I've worked on many games and one of the biggest headaches is always alpha sorting.