Search found 21 matches
- Thu Mar 06, 2014 12:15 pm
- Forum: Beginners Help
- Topic: Shadow mapping demo
- Replies: 4
- Views: 792
Re: Shadow mapping demo
Where is XEffects? All links I have found were broken or pointed to some file sharing site. Does it have a github repo?
- Wed Mar 05, 2014 6:06 am
- Forum: Beginners Help
- Topic: Shadow mapping demo
- Replies: 4
- Views: 792
Shadow mapping demo
Is there a working demo somewhere showing soft shadow mapping in action?
- Tue Mar 04, 2014 11:30 am
- Forum: Advanced Help
- Topic: Why render to texture is so slow?
- Replies: 3
- Views: 1529
Re: Why render to texture is so slow?
Yes I meant MRT. I still need to get glBlend to work so I can do the same thing in fewer passes.hendu wrote:What do you mean by "layers"? MRT?
If so, that's known to be slow the more you add, Nvidia recommends not to use more than 3.
- Tue Mar 04, 2014 2:45 am
- Forum: Advanced Help
- Topic: Getting sampler2DShadow to work
- Replies: 2
- Views: 1813
Re: Getting sampler2DShadow to work
Just use sampler2D. Sampler2DShadow is deprecated solution.
That should not have anything to do with it. It should work anyway. I have added this to OpenGLTexture:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL ...
That should not have anything to do with it. It should work anyway. I have added this to OpenGLTexture:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL ...
- Mon Mar 03, 2014 5:31 pm
- Forum: Advanced Help
- Topic: Getting sampler2DShadow to work
- Replies: 2
- Views: 1813
Getting sampler2DShadow to work
Does anyone have a working example of how to set up textures so that they work as sampler2DShadow?
- Sat Mar 01, 2014 8:30 pm
- Forum: Beginners Help
- Topic: Setting blend mode?
- Replies: 4
- Views: 529
Re: Setting blend mode?
Quick update: I saw it disable glBlend if there was no alpha channel right after calling setBasicRenderState.. the gl driver is buggy. Getting one step closer to making this stuff work. :)
and I have still to figure out why it uses extGlBlendEquation (which doesn't work) instead of just calling ...
and I have still to figure out why it uses extGlBlendEquation (which doesn't work) instead of just calling ...
- Sat Mar 01, 2014 8:24 pm
- Forum: Beginners Help
- Topic: Setting blend mode?
- Replies: 4
- Views: 529
Re: Setting blend mode?
I was only able to make it work by adding glEnable(GL_BLEND) and glBlendFunc(GL_ONE, GL_ONE) in the draw2DImage method of video driver right before glBegin(GL_QUAD). I would guess that irrlicht should set the blend mode if I set EBO_ADD as material BlendOperation for the 2D material, but the code ...
- Sat Mar 01, 2014 12:11 pm
- Forum: Beginners Help
- Topic: Meshes disappearing from view too early
- Replies: 4
- Views: 435
Re: Meshes disappearing from view too early
I have had no problem with IMeshSceneNode. It is only the IOctreeSceneNode that culls incorrectly.
- Sat Mar 01, 2014 11:50 am
- Forum: Advanced Help
- Topic: Glow OpenGL shader ... NOOB!
- Replies: 18
- Views: 6243
Re: Glow OpenGL shader ... NOOB!
No you render your world as normal but to two different buffers at the same time. One will contain all "glow" materials. The other will contain all normal stuff. Then you render a single quad that covers the whole screen with a shader to which you pass the two framebuffers that you have created in ...
- Sat Mar 01, 2014 11:44 am
- Forum: Beginners Help
- Topic: Setting blend mode?
- Replies: 4
- Views: 529
Re: Setting blend mode?
Doesn't seem to work for me. I tried this:
driver->getOverrideMaterial().Enabled = true;
driver->getOverrideMaterial().EnableFlags = 0xffff;
driver->getOverrideMaterial().Material.BlendOperation = video::EBO_ADD;
I just get the second image. No blending.
driver->getOverrideMaterial().Enabled = true;
driver->getOverrideMaterial().EnableFlags = 0xffff;
driver->getOverrideMaterial().Material.BlendOperation = video::EBO_ADD;
I just get the second image. No blending.
- Sat Mar 01, 2014 10:37 am
- Forum: Beginners Help
- Topic: Setting blend mode?
- Replies: 4
- Views: 529
Setting blend mode?
Need to set GL_ONE, GL_DST_COLOR for the whole scene before rendering.
how can I do this?
(background: want to add a pass over an existing pass currently in the frambuffer)
how can I do this?
(background: want to add a pass over an existing pass currently in the frambuffer)
- Sat Mar 01, 2014 6:56 am
- Forum: Advanced Help
- Topic: Image processing on the entire camera view?
- Replies: 8
- Views: 1970
Re: Image processing on the entire camera view?
Try debugging your shaders. Try rendering to screen, then switch to render to texture and try to render that texture using draw2DImage. You can always render the offscreen ITexture that you use for render to texture into the screen directly. Then if that all works then go to 3d render (you can't use ...
- Sat Mar 01, 2014 4:59 am
- Forum: Beginners Help
- Topic: Meshes disappearing from view too early
- Replies: 4
- Views: 435
Meshes disappearing from view too early
I have a problem with meshes disappearing from view when they are still in view. Like when I start moving the camera away from the mesh it can disappear and then reappear - when I think what the engine wants to do is hide it when it goes out of view. I have a custom scene loader and I have tried ...
- Fri Feb 28, 2014 1:07 pm
- Forum: Advanced Help
- Topic: Why render to texture is so slow?
- Replies: 3
- Views: 1529
Why render to texture is so slow?
I have been experimenting with deferred shading and it seems that render to texture creates a huge performance hit. It is also after a certain number of layers that performance slows down to a crawl. It does not happen with 1-2 textures but any more than that and I can see a noticible hit on frame ...
- Fri Feb 28, 2014 12:09 pm
- Forum: Advanced Help
- Topic: Image processing on the entire camera view?
- Replies: 8
- Views: 1970
Re: Image processing on the entire camera view?
I would *guess* that your problem might be because you have not set matrix to identity before rendering to the screen.