Search found 59 matches

by tbw
Sun Feb 05, 2012 9:09 am
Forum: Code Snippets
Topic: xml based postprocessing framework
Replies: 125
Views: 148959

Re: xml based postprocessing framework

did you try the following: &(psParamIter.getNode()->getValue()) if this does not work, at least the following should do it:                 for(; !psParamIter.atEnd(); psParamIter++)                 {                         f32 value = psParamIter.getNode()->getValue();                         ...
by tbw
Fri Jan 20, 2012 4:51 pm
Forum: Code Snippets
Topic: Simple cloud layer SceneNode
Replies: 71
Views: 27678

Re: Simple cloud layer SceneNode

Thank you for the hints. I will correct the errors and upload the fixed version...
by tbw
Thu Jan 19, 2012 2:02 pm
Forum: Advanced Help
Topic: [SOLVED] Clipplanes in opengl
Replies: 24
Views: 97530

Re: Clipplanes in opengl

Thank you hybrid for your investigation and your hints.
I will work it out and give input when its done ....
by tbw
Tue Jan 17, 2012 8:20 pm
Forum: Advanced Help
Topic: [SOLVED] Clipplanes in opengl
Replies: 24
Views: 97530

Re: Clipplanes in opengl

The only thing I can say is that the clipplane in d3d is doing exactly what I expect (cutting off reflection in the reflection pass and refraction in the refraction pass). I use only one clip plane, so I can't say what happens in case of using more than one clipplane (with normals in multiple direct...
by tbw
Tue Jan 17, 2012 5:36 pm
Forum: Advanced Help
Topic: [SOLVED] Clipplanes in opengl
Replies: 24
Views: 97530

Re: Clipplanes in opengl

Thank you for your replies! Unfortunately the patch didn't fix the problem. Actually the behavour is just the same (what I find very surprising). As the screnshots show, the clipping works correctly for the terrain scene node, also (not clearly visible in the screenshot) the quake scene node is clip...
by tbw
Sat Jan 14, 2012 5:25 pm
Forum: Advanced Help
Topic: [SOLVED] Clipplanes in opengl
Replies: 24
Views: 97530

[SOLVED] Clipplanes in opengl

I've got a strange problem and crawling the forum did not lead me to a solution... Currently I'm working on a water scene node that incorporates depth information. Everything is fine so far but when I use clip planes in opengl I get the following: http://www.van-helsing-band.de/irrlicht/opengl.png I...
by tbw
Fri Jan 13, 2012 9:29 pm
Forum: Code Snippets
Topic: xml based postprocessing framework
Replies: 125
Views: 148959

Re: xml based postprocessing framework

Hey Granyte,
Currently I haven't got an idea. I tested it on two machines (both nvidia) and had no problems.
On Monday I will do some tests on other gpu's. I hope I can find a solution....
by tbw
Fri Jan 13, 2012 7:51 pm
Forum: Code Snippets
Topic: xml based postprocessing framework
Replies: 125
Views: 148959

Re: xml based postprocessing framework

maybe you hitted 'p' before you switched to mode one. (by pressing 'm'). The final pass is now located at position number two, so hitting p before m leads to a black screen. Of course it should be possible to switch through the other effects. Mode two should run in either case. I don't have an idea ...
by tbw
Fri Jan 13, 2012 7:34 pm
Forum: Code Snippets
Topic: Simple cloud layer SceneNode
Replies: 71
Views: 27678

Re: Simple cloud layer SceneNode

by tbw
Fri Jan 13, 2012 7:20 pm
Forum: Code Snippets
Topic: xml based postprocessing framework
Replies: 125
Views: 148959

Re: xml based postprocessing framework

I' ve uploaded the new release http://www.van-helsing-band.de/irrlicht/postprocess.zip Floating point render targets should work (I used ECF_A16B16G16R16F = 6 for the depth map to get more acurate depth information) <RenderTarget id="rttDepth" colorFormat="6" scale="1.0"...
by tbw
Fri Jan 13, 2012 2:34 pm
Forum: Code Snippets
Topic: xml based postprocessing framework
Replies: 125
Views: 148959

Re: xml based postprocessing framework

I had a deeper look into the shader codes and currently I'm reworking the shader files (I compiled them with the AMD shader analyzer, thanks again to christianclavet for his work). As you can read in the comments in the shader files some of them origin from nvida shader library and it's a fact that ...
by tbw
Fri Jan 13, 2012 10:23 am
Forum: Code Snippets
Topic: LensFlareSceneNode with occlusion query
Replies: 36
Views: 18379

Re: LensFlareSceneNode with occlusion query

if youu change the sample codein main.cpp to:         // create the sun node as a sphere scene node.         scene::IMeshSceneNode* sunMeshNode = smgr->addSphereSceneNode(1, 16, smgr->getRootSceneNode());         sunMeshNode->setMaterialTexture(0, driver->getTexture("media/sun/mesh.png"));...
by tbw
Fri Jan 13, 2012 7:51 am
Forum: Code Snippets
Topic: LensFlareSceneNode with occlusion query
Replies: 36
Views: 18379

Re: LensFlareSceneNode with occlusion query

...the sun position cannot be abstracted to a constant position i tryed adapting by adapting your position detection code ...
Hey Granyte,
can you give me a little bit of code, so I can have a deeper look into it?
by tbw
Mon Jan 09, 2012 3:33 pm
Forum: Code Snippets
Topic: Simple cloud layer SceneNode
Replies: 71
Views: 27678

Re: Simple cloud layer SceneNode

I will reupload it (reachable via a persistent link).
Give me some time and excuse me for the hazzle...
by tbw
Sun Dec 18, 2011 1:19 pm
Forum: Code Snippets
Topic: xml based postprocessing framework
Replies: 125
Views: 148959

Re: xml based postprocessing framework

Hi Justei, I'm unsure about if this is my fault or well, what it could be... Anyhow, the problem I am having is that whenever I try to include this into my project I get the following error: ..... I don't know exactly, but I guess this could be a const issue. Perhaps changing the definition of the R...