Search found 20 matches
- Wed Feb 04, 2015 12:09 pm
- Forum: Beginners Help
- Topic: Reccomended GLSL version to use with Irrlicht
- Replies: 2
- Views: 644
Reccomended GLSL version to use with Irrlicht
I would like to experiment with shaders and irrlicht to explore the world of shadow mapping, deferred shading, bloom, HDR and other modern rendering techniques. However, I don't really know what GLSL version to commit to writing these shaders in. Here is my criteria for choosing a GLSL version, in d...
- Sat Jan 03, 2015 2:38 pm
- Forum: Beginners Help
- Topic: Problem with blurred texture
- Replies: 7
- Views: 1211
Re: Problem with blurred texture
Do you know how to search the developer reference? You can just use the search bar to llook up anisotropic and trilinear. Then look for enums and setter functions that apply those enumerated. Let me know if you cNt find it and I'll look it up for you
- Sat Jan 03, 2015 1:11 am
- Forum: Beginners Help
- Topic: Problem with blurred texture
- Replies: 7
- Views: 1211
Re: Problem with blurred texture
when you make the texture, you can set up trilinear filtering, and set up a lod bias. try experimeting with those two things.
- Tue Dec 30, 2014 9:49 pm
- Forum: Beginners Help
- Topic: World editor that works under linux
- Replies: 6
- Views: 1698
Re: World editor that works under linux
Play around with the Irrb and blender for your levels. I strongly recommend it. You can bake lighting with blender so you will have very good looking levels. Blender+irrb also supports normal maps on levels and other things that quake 3 does not.
- Sat Dec 27, 2014 12:35 am
- Forum: Beginners Help
- Topic: [Solved]Recommended texture animation method?
- Replies: 5
- Views: 1162
Re: Recommended texture animation method?
Try out the included 2d graphics tutorial if you have not yet. There is a animation example.
- Fri Dec 26, 2014 8:21 pm
- Forum: Beginners Help
- Topic: World editor that works under linux
- Replies: 6
- Views: 1698
Re: World editor that works under linux
Irrlicht should be able to load the bsp directly. Try the tutorial here: http://irrlicht.sourceforge.net/forum/viewtopic.php?t=40201 you will have to do a lot of tools setup if you use netradient while Irrb and blender work with irrlicht "out of the box." And it does global illumination , ...
- Tue Dec 23, 2014 8:47 pm
- Forum: Beginners Help
- Topic: Mipmaps on Render Target Texture
- Replies: 13
- Views: 4316
Re: Mipmaps on Render Target Texture
Here's a demo if you're interested:
https://www.youtube.com/watch?v=HALkuLV ... e=youtu.be
https://www.youtube.com/watch?v=HALkuLV ... e=youtu.be
- Tue Dec 23, 2014 5:38 pm
- Forum: Beginners Help
- Topic: Mipmaps on Render Target Texture
- Replies: 13
- Views: 4316
Re: Mipmaps on Render Target Texture
I've gone back to my old project and I got my FPS back up to around 1750 fps using this patch. 1750fps gets me a screen full of text, 4x anisotropic filtering, trilinear filtering, and mipmap generation on every frame. I had to start using the trunk version of Irrlicht, because the 1.8.1 version of ...
- Sun Dec 21, 2014 8:36 pm
- Forum: Beginners Help
- Topic: Mipmaps on Render Target Texture
- Replies: 13
- Views: 4316
Re: Mipmaps on Render Target Texture
Irrlicht already has a ITexture::regenerateMipMapLevels() function, which uses the glGenerateMipmap() function to use the graphics card to rebuild the texture pyramid. I changed how render textures were configured, so that when regnereateMipMapLevels() is called, mip-mapped render textures can filte...
- Fri Dec 19, 2014 7:57 pm
- Forum: Beginners Help
- Topic: World editor that works under linux
- Replies: 6
- Views: 1698
Re: World editor that works under linux
Did you mean "Entities"? Irrlicht does not have an entity system, so you will need to an entity management system yourself. I think a good "state of the art" entity system is the "component based entity system" which you can read about here: http://cowboyprogramming.com...
- Tue Dec 16, 2014 2:30 pm
- Forum: Beginners Help
- Topic: Mipmaps on Render Target Texture
- Replies: 13
- Views: 4316
Re: Mipmaps on Render Target Texture
But, but, but your RTT is so small that you could render to a texture twice as large (2 X 2) and downsample in the shader. I think four texture reads p My rtt dimensions are 1024*768, which is equal to the window size in my test case. When I scale the window, the render texture dimensions also chan...
- Tue Dec 16, 2014 10:46 am
- Forum: Beginners Help
- Topic: Mipmaps on Render Target Texture
- Replies: 13
- Views: 4316
Re: Mipmaps on Render Target Texture
Adding trillinear filtering knocks me down even more fps, but fixes the mipmap transitions and makes things even more readable - I'll use this from now on, thanks.
- Tue Dec 16, 2014 10:20 am
- Forum: Beginners Help
- Topic: Mipmaps on Render Target Texture
- Replies: 13
- Views: 4316
Re: Mipmaps on Render Target Texture
Every frame, I am drawing a CEGUI multi-line text box to the render texture. It's a stdout from an interpreter, running in a separate thread. If you're running a fast loop with a print statement every iteration, the screen should theoretically get updated every frame, even at 2000 fps. But you're ri...
- Tue Dec 16, 2014 2:47 am
- Forum: Beginners Help
- Topic: Mipmaps on Render Target Texture
- Replies: 13
- Views: 4316
Re: Mipmaps on Render Target Texture
Thanks hendu, you're the man. I appreciate your support. Your suggestion is 100% functional, and this setup does effectively generate the mipmaps for the rendertexture. I'm running this in OPENGL, and my textures are 1048*768 (the size of the window) in the ECF_R5G6B5 16bit color mode (the lowest da...
- Mon Dec 15, 2014 3:39 am
- Forum: Beginners Help
- Topic: Mipmaps on Render Target Texture
- Replies: 13
- Views: 4316
Re: Mipmaps on Render Target Texture
After a bit more searching, I found this thread: http://irrlicht.sourceforge.net/forum/viewtopic.php?f=4&t=48572&hilit=texture+lock&start=45 It looks like RTTs don't have mipmaps. Can someone help me with code to copy data from one ITexture into another? I've seen a few other snippets bu...