Search found 59 matches
- 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(); ...
- 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...
- 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 ....
I will work it out and give input when its done ....
- 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...
- 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...
- 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...
- 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....
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....
- 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 ...
- Fri Jan 13, 2012 7:34 pm
- Forum: Code Snippets
- Topic: Simple cloud layer SceneNode
- Replies: 71
- Views: 27678
Re: Simple cloud layer SceneNode
here is the new download link
http://www.van-helsing-band.de/irrlicht ... nenode.zip
http://www.van-helsing-band.de/irrlicht ... nenode.zip
- 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"...
- 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 ...
- 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"));...
- Fri Jan 13, 2012 7:51 am
- Forum: Code Snippets
- Topic: LensFlareSceneNode with occlusion query
- Replies: 36
- Views: 18379
Re: LensFlareSceneNode with occlusion query
Hey Granyte,...the sun position cannot be abstracted to a constant position i tryed adapting by adapting your position detection code ...
can you give me a little bit of code, so I can have a deeper look into it?
- 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...
Give me some time and excuse me for the hazzle...
- 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...