Search found 59 matches
- 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...
- 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....
Your approach is the definitly the better one....
- 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...
- 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,
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,
is a little bit general I think....these things really have to be optimized
- 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...
- 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":
so I hope that everthing is correct.
Code: Select all
...
#ifdef __cplusplus
extern "C"
{
#endif
...
- 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).
http://www.van-helsing-band.de/irrlicht/lensflare.zip
I compiled it against the latest irrlicht version (trunk).
- 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...
- 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 ...
- 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).
I'll post it in the code snippets section when it is finished (specular reflections, wave calculations in vertex shader an so on).
- 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...
- 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...
- 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). ...
- 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...
- 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 ....
I tested all shaders with AMD shader analyzer, so i've no idea so far ....