Search found 13 matches
- Sat Nov 30, 2013 7:31 pm
- Forum: Code Snippets
- Topic: Xcode 5 shader-pipeline setup
- Replies: 0
- Views: 1109
Xcode 5 shader-pipeline setup
I've created a blog post here of how to setup the shader-pipeline branch in XCode 5. This should also be applicable to the standard irrlicht branch. http://afuzzyllama.com/2013/11/30/setting-up-irrlicht-shader-pipeline-branch-in-xcode-5/ If there are any issues or anything isn't clear, please let me...
- Mon Nov 18, 2013 2:28 pm
- Forum: Advanced Help
- Topic: shader-pipeline: Accessing custom vertex attribute in shader
- Replies: 3
- Views: 721
Re: shader-pipeline: Accessing custom vertex attribute in sh
Right, that is how you access the vertex information in C++, but how do you access the custom attribute in a shader language like GLSL?
- Sun Nov 17, 2013 11:22 pm
- Forum: Advanced Help
- Topic: shader-pipeline: Accessing custom vertex attribute in shader
- Replies: 3
- Views: 721
shader-pipeline: Accessing custom vertex attribute in shader
I have the follow custom vertex: ... driver->addVertexDescriptor("custom"); driver->getVertexDescriptor("custom")->addAttribute("inPosition", 3, irr::video::EVAS_POSITION, irr::video::EVAT_FLOAT); driver->getVertexDescriptor("custom")->addAttribute("i...
- Wed Nov 06, 2013 1:07 pm
- Forum: Advanced Help
- Topic: shader-pipeline: How to append to a CVertexBuffer
- Replies: 2
- Views: 524
Re: shader-pipeline: How to append to a CVertexBuffer
Looking at your example, this makes sense. Thanks!
- Wed Nov 06, 2013 3:16 am
- Forum: Advanced Help
- Topic: shader-pipeline: How to append to a CVertexBuffer
- Replies: 2
- Views: 524
shader-pipeline: How to append to a CVertexBuffer
I'm using the shader-pipeline branch and I've setup a vertex descriptor in my driver. My descriptor looks like this: driver->getVertexDescriptor("custom")->addAttribute("inPosition", 3, irr::video::EVAS_POSITION, irr::video::EVAT_FLOAT); driver->getVertexDescriptor("custom...
- Wed Nov 06, 2013 1:32 am
- Forum: Bug reports
- Topic: shader-pipeline: Error compiling on OS X
- Replies: 1
- Views: 759
shader-pipeline: Error compiling on OS X
Operating System: OS X 10.9 IDE: Xcode 5.0.1 When compiling the static library, in COpenGLSLMaterialRenderer.cpp @ line 107: if (Driver->getActiveGLSLProgram() == Program) On OS X GLhandleARB is defined as a void* and cannot be cast correctly for this comparison. After looking at the code, i...
- Mon Nov 04, 2013 10:11 pm
- Forum: Advanced Help
- Topic: Custom vertex attribute data
- Replies: 7
- Views: 974
Re: Custom vertex attribute data
Is this shader pipeline ever going to be merged into trunk?
- Mon Nov 04, 2013 2:23 pm
- Forum: Advanced Help
- Topic: Custom vertex attribute data
- Replies: 7
- Views: 974
Re: Custom vertex attribute data
Is there a page with a write up about how this works? Looking over the branch I cannot find any examples.
- Mon Nov 04, 2013 4:57 am
- Forum: Advanced Help
- Topic: Custom vertex attribute data
- Replies: 7
- Views: 974
Re: Custom vertex attribute data
What is the FVF branch?
- Mon Nov 04, 2013 1:10 am
- Forum: Advanced Help
- Topic: Custom vertex attribute data
- Replies: 7
- Views: 974
Custom vertex attribute data
Is it possible to define custom vertex attribute data for a shader in Irrlicht? In OpenGL 3 you can define a vertex buffer object and define the data structure with glVertexAttribPointer(). With Irrlicht currently using Opengl 2.1, is it possible to do something like glVertexAttribPointer() with the...
- Fri Oct 25, 2013 2:15 am
- Forum: Advanced Help
- Topic: OpenGL 3/4 GLSL version 300/400 context creation?
- Replies: 2
- Views: 1121
OpenGL 3/4 GLSL version 300/400 context creation?
Does Irrlicht support OpenGL 3 or 4 contexts that can use version 300/400 GLSL shaders? If so, how do you enable it?
- Tue Oct 22, 2013 1:09 pm
- Forum: Advanced Help
- Topic: setVertexShaderConstant() deprecated for matrix variable
- Replies: 2
- Views: 494
Re: setVertexShaderConstant() deprecated for matrix variable
Makes sense. Thanks for pointing me in the right direction!
- Tue Oct 22, 2013 1:46 am
- Forum: Advanced Help
- Topic: setVertexShaderConstant() deprecated for matrix variable
- Replies: 2
- Views: 494
setVertexShaderConstant() deprecated for matrix variable
While working with the following code in tutorial 10*: core::matrix4 invWorld = driver->getTransform(video::ETS_WORLD); invWorld.makeInverse(); services->setVertexShaderConstant("mInvWorld", invWorld.pointer(), 16); The following function call: irr::video::IMaterialRenderServices::setV...