Search found 98 matches
- Thu Apr 16, 2015 8:01 am
- Forum: Advanced Help
- Topic: need help with per-vertex lighting
- Replies: 10
- Views: 3207
Re: need help with per-vertex lighting
I think I will put aside this problem for now and work on something else. It's just getting ridiculous. If I could use quads, it would be so simple. The only thing I could come up with is to store all 4 vertex-colors of a square inside the primitive's provoking vertex (which I only just heard about....
- Wed Apr 15, 2015 12:29 pm
- Forum: Advanced Help
- Topic: need help with per-vertex lighting
- Replies: 10
- Views: 3207
Re: need help with per-vertex lighting
Ok, after reading a bit about shader attribute variables, I decided there is no way to change the way interpolation between vertices is done. So the color I get to use inside the fragment shader will always be triangle-interpolated and it's impossible to modify the weighting. For example, the right-...
- Tue Apr 14, 2015 9:09 am
- Forum: Advanced Help
- Topic: need help with per-vertex lighting
- Replies: 10
- Views: 3207
Re: need help with per-vertex lighting
Your patch... Is it part of some other Irrlicht branch or how do I get it? Can you give me a quick overview about what Irrlicht versions there are? Because I only ever used the "standard" version. I think doing some fake quad interpolation on triangles inside the vertex-shader probably isn...
- Mon Apr 13, 2015 10:02 am
- Forum: Advanced Help
- Topic: need help with per-vertex lighting
- Replies: 10
- Views: 3207
Re: need help with per-vertex lighting
All I ever did inside fragment shaders was to use either global or vertex-interpolated values. No idea how I'd do per-pixel lighting. I googled it, but didn't find anything enlightening... So... I would need a light map for every surface I guess? In a large voxel world that would easily make hundred...
- Mon Apr 13, 2015 8:38 am
- Forum: Advanced Help
- Topic: need help with per-vertex lighting
- Replies: 10
- Views: 3207
Re: need help with per-vertex lighting
Let's assume for a moment I never said anything about quads ^^
Would you have any suggestion how I can make the transitions in the second picture look like in the first?
Would you have any suggestion how I can make the transitions in the second picture look like in the first?
- Mon Apr 13, 2015 7:49 am
- Forum: Advanced Help
- Topic: need help with per-vertex lighting
- Replies: 10
- Views: 3207
need help with per-vertex lighting
I use vertex colors as some kind of static lighting, so I can raycast to each vertex only when changes occured in the world and have shadows without any performance loss. I know it doesn't look very pretty, but with some smoothing later on, I think it will suit my needs. I suppose the problem is, I ...
- Fri Mar 27, 2015 4:18 am
- Forum: Game Programming
- Topic: Looking for free resources
- Replies: 3
- Views: 4980
Re: Looking for free resources
Thanks a lot!
- Sun Mar 22, 2015 1:58 pm
- Forum: Game Programming
- Topic: Looking for free resources
- Replies: 3
- Views: 4980
Looking for free resources
Does anyone have good links to free texture (particularly seamless tile-like ground textures) and sound collections that may be used in a commercial project?
- Sun Mar 15, 2015 5:34 am
- Forum: Advanced Help
- Topic: using material values inside custom shader?
- Replies: 6
- Views: 1325
Re: using material values inside custom shader?
Thanks cuteAlien, like I had guessed. Works well.
- Sat Mar 14, 2015 9:22 am
- Forum: Advanced Help
- Topic: using material values inside custom shader?
- Replies: 6
- Views: 1325
Re: using material values inside custom shader?
I did, but it doesn't say how I would use the material's set ambient color, for example, inside the shader.
I would set it as a constant, if I knew how to get to it...
I guess I will need to use onSetMaterial and store the material-variables inside the derived callback class.
I would set it as a constant, if I knew how to get to it...
I guess I will need to use onSetMaterial and store the material-variables inside the derived callback class.
- Sat Mar 14, 2015 7:20 am
- Forum: Advanced Help
- Topic: using material values inside custom shader?
- Replies: 6
- Views: 1325
using material values inside custom shader?
How?...
I've only used the IShaderConstantSetCallBack::OnSetConstants function so far.
I've only used the IShaderConstantSetCallBack::OnSetConstants function so far.
- Fri Mar 13, 2015 6:59 pm
- Forum: Beginners Help
- Topic: fading in/out skybox
- Replies: 2
- Views: 472
Re: fading in/out skybox
I tried it again with color transparency and ambient color. I had forgotten to enable lighting, because it's usually on by default (except for skyboxes...).
Works the way I wanted now. Thanks anyway.
Works the way I wanted now. Thanks anyway.
- Fri Mar 13, 2015 5:22 pm
- Forum: Beginners Help
- Topic: fading in/out skybox
- Replies: 2
- Views: 472
fading in/out skybox
I want to gradually set transparency for my skybox. Behind it there's only the scene-color. I tried to get to the vertices by casting to IMeshSceneNode, but it doesn't work. Otherwise I could have used vertex-transparency. Using color-transparency together with the material's ambient color doesn't s...
- Wed Mar 11, 2015 6:35 pm
- Forum: Advanced Help
- Topic: Custom Material Renderer using Custom Vertices
- Replies: 7
- Views: 1646
Re: Custom Material Renderer using Custom Vertices
I don't even know what it is :/
I think I might once again use a dirty workaround and use the vertex normal-components for other purposes, but in the long run, being able to define my own vertices might be handy.
I think I might once again use a dirty workaround and use the vertex normal-components for other purposes, but in the long run, being able to define my own vertices might be handy.
- Tue Mar 10, 2015 10:03 pm
- Forum: Advanced Help
- Topic: Custom Material Renderer using Custom Vertices
- Replies: 7
- Views: 1646
Re: Custom Material Renderer using Custom Vertices
You can check how to define custom vertex type in following example: http://sourceforge.net/p/irrlicht/code/HEAD/tree/branches/shader-pipeline/examples/29.HardwareSkinning/main.cpp So, after a year I finally looked into that example, because I'm at a point now, where 2TexCoord-vertices won't do any...