Search found 59 matches

by tbw
Tue Jul 16, 2013 11:10 pm
Forum: Code Snippets
Topic: xml based postprocessing framework
Replies: 125
Views: 151272

Re: xml based postprocessing framework

I'm still working on it. Currently I'm trying to implement an efficiently compressed g buffer. But at the moment I'm very busy so my the progress moderate...
by tbw
Sun Nov 04, 2012 6:48 am
Forum: Code Snippets
Topic: xml based postprocessing framework
Replies: 125
Views: 151272

Re: xml based postprocessing framework

Very nice!
Your approach is the definitly the better one....
by tbw
Sat Nov 03, 2012 10:22 am
Forum: Code Snippets
Topic: xml based postprocessing framework
Replies: 125
Views: 151272

Re: xml based postprocessing framework

I modified the RenderDepth function in the following way to enable mrt rendering void CPostProcessManager::renderDepth(const video::SColor& defaultDepth) {       if (DepthPassNodes.size())     {         // animate and render the camera to ensure correct depth and normal information         scene...
by tbw
Fri Nov 02, 2012 6:51 pm
Forum: Code Snippets
Topic: xml based postprocessing framework
Replies: 125
Views: 151272

Re: xml based postprocessing framework

930 fps in mode 0 (no antialiasing)
730 fps in mde 1 (fxaa aplied)
450 in mode 2 (four cascading effects with about 30 passes)

ok, its not a speed machine but also not so bad...
but however, I'm grateful for any hints,
...these things really have to be optimized
is a little bit general I think.
by tbw
Tue Apr 10, 2012 7:11 pm
Forum: Code Snippets
Topic: irrNetz (another lightweight enet wrapper)
Replies: 10
Views: 3561

Re: irrNetz (another lightweight enet wrapper)

Yeah, I didn't realize that conio is msvc only. Replacing while(!(_kbhit() && _getch()=='q') && peer->getState() == net::ECS_CONNECTED) with while(peer->getState() == net::ECS_CONNECTED) should do fine. The problem I ran into was the generation of memory leaks when terminating the pr...
by tbw
Tue Apr 10, 2012 8:35 am
Forum: Code Snippets
Topic: irrNetz (another lightweight enet wrapper)
Replies: 10
Views: 3561

Re: irrNetz (another lightweight enet wrapper)

Yes it is c mixed with c++, but I think the enet header (enet.h) itself ensures the proper use of "extern":

Code: Select all

...
#ifdef __cplusplus
extern "C"
{
#endif
...
so I hope that everthing is correct.
by tbw
Mon Apr 09, 2012 6:34 pm
Forum: Code Snippets
Topic: LensFlareSceneNode with occlusion query
Replies: 36
Views: 19047

Re: LensFlareSceneNode with occlusion query

Changed the download link to:

http://www.van-helsing-band.de/irrlicht/lensflare.zip

I compiled it against the latest irrlicht version (trunk).
by tbw
Mon Mar 26, 2012 5:30 pm
Forum: Code Snippets
Topic: irrNetz (another lightweight enet wrapper)
Replies: 10
Views: 3561

irrNetz (another lightweight enet wrapper)

Hello, for my techdemo I needed some network code. BlindSide implemented irrNet and irrNetLite, so why another wrapper? The answer is very simple: At first I wanted to get a little bit closer to game network code programming. The second reason was, I wanted to use the latest enet code (1.3.3), which...
by tbw
Sun Mar 25, 2012 7:19 pm
Forum: Advanced Help
Topic: [SOLVED] Clipplanes in opengl
Replies: 24
Views: 97998

Re: [SOLVED] Clipplanes in opengl

I used a rev earlier than 4106, because the new setPixelShaderConstant with int uniforms Nadro mentioned was not available. I didn't notice the change though I look into this part of the code quite often. @Sinsemilla: In which way did you change the swapAuxBuffer code (I want to change the code and ...
by tbw
Wed Mar 14, 2012 9:37 am
Forum: Advanced Help
Topic: [SOLVED] Clipplanes in opengl
Replies: 24
Views: 97998

Re: [SOLVED] Clipplanes in opengl

Of course you can use it but the code I posted is definitly work in progress.
I'll post it in the code snippets section when it is finished (specular reflections, wave calculations in vertex shader an so on).
:)
by tbw
Tue Mar 13, 2012 6:23 pm
Forum: Advanced Help
Topic: [SOLVED] Clipplanes in opengl
Replies: 24
Views: 97998

Re: Clipplanes in opengl

It seems that the clipplanes work as they should do. If I replace the skybox scenenode with a skydome, the reflection and the refraction are correct in d3d aswell as in opengl, so I sassume that the skyboxnode with its translation (centered around the camera) is the reason for the effect. http://www...
by tbw
Fri Feb 10, 2012 7:53 pm
Forum: Code Snippets
Topic: xml based postprocessing framework
Replies: 125
Views: 151272

Re: xml based postprocessing framework

very strange! I developed this on a very limited machine (board integrated intel grafics) and tested it meanwhile on a lot of other systems (INTEL, AMD, NVIDIA, ATI ...). Of course systems that lack support on higher ps versions does not support the shaders which demand this. But in general the pp f...
by tbw
Fri Feb 10, 2012 6:59 pm
Forum: Code Snippets
Topic: xml based postprocessing framework
Replies: 125
Views: 151272

Re: xml based postprocessing framework

I had a deeper look into the final pass. Maybe the include of the fxaa.h causes some problems. (especially in Granyte's case.) I've uploaded an alternative version with the fxaa source embedded directly in the finalpass_fxaa.psh also for the d3d case (as it was done already for the opengl version). ...
by tbw
Fri Feb 10, 2012 8:23 am
Forum: Code Snippets
Topic: xml based postprocessing framework
Replies: 125
Views: 151272

Re: xml based postprocessing framework

Hy granyte, one important difference between the first and the last version is the final pass technique. The first version uses a simple screenquad, the last version uses the fxaa algo. What happens if you replace the finalpass?  <Effect id="1" name="Render To Screen">  <ShaderPo...
by tbw
Thu Feb 09, 2012 2:24 pm
Forum: Code Snippets
Topic: xml based postprocessing framework
Replies: 125
Views: 151272

Re: xml based postprocessing framework

hm,
I tested all shaders with AMD shader analyzer, so i've no idea so far ....