Search found 27 matches
- Sat Jan 21, 2017 7:05 pm
- Forum: Everything 2d/3d Graphics
- Topic: material shader: Phong, fake reflect, bloom
- Replies: 32
- Views: 14631
Re: material shader: Phong, fake reflect, bloom
Good New ! I finally fixed the bug introduced by the sample size for bloom ! This was in fact a parallel storage access issue. Just look at bloom.cpp near line 170, I was using the same texture for both input and output of shaders, the result was that multiple threads of the GPU wasn't able to comm...
- Sat Jan 21, 2017 4:54 pm
- Forum: Everything 2d/3d Graphics
- Topic: material shader: Phong, fake reflect, bloom
- Replies: 32
- Views: 14631
Re: material shader: Phong, fake reflect, bloom
bloom.cpp is the good file, bloom-ex.cpp is just a dirty darft. I have been fighting this bug a long time. the lines that cuts the screen depend on the graphical card you have (maybe it's due to the parallelization algorithms of the card). for you, "cross-hair" lines may appear above a siz...
- Sat Jul 02, 2016 9:38 pm
- Forum: Everything 2d/3d Graphics
- Topic: material shader: Phong, fake reflect, bloom
- Replies: 32
- Views: 14631
Re: material shader: Phong, fake reflect, bloom
Good new and Thanks ! Usally the proprietary version of the driver is less hard to please than the open source version.
... Yes I installed Irrlicht libraries from the debian repositories because I had problem at compilation time, However the simple makefile can recompile examples.
... Yes I installed Irrlicht libraries from the debian repositories because I had problem at compilation time, However the simple makefile can recompile examples.
- Tue Jun 28, 2016 12:50 pm
- Forum: Everything 2d/3d Graphics
- Topic: VOLUMIC & REALISTIC cloud system
- Replies: 7
- Views: 5133
Re: VOLUMIC & REALISTIC cloud system
@REDDemon It's a great idea, I will try to make something like that ! @AReichl These indices are the vertex indices to draw the cloud face's triangles: The order is important to have the triangle to be oriented in the right direction (backface culling enabled). For a cloud face, (that is a square) t...
- Tue Jun 28, 2016 10:52 am
- Forum: Everything 2d/3d Graphics
- Topic: material shader: Phong, fake reflect, bloom
- Replies: 32
- Views: 14631
Re: material shader: Phong, fake reflect, bloom
I never for the simple reason I haven't any intel chipset, just nvidia and radeon chipset.
I will try to find one.
I will try to find one.
- Thu Feb 18, 2016 1:49 pm
- Forum: Everything 2d/3d Graphics
- Topic: VOLUMIC & REALISTIC cloud system
- Replies: 7
- Views: 5133
Re: VOLUMIC & REALISTIC cloud system
Yes it could be ! The shader makes the faces opacity decrease when the camera is near, so We can see when the camera travel across the cloud. We just feel to fly trough a fog. The light is also adapted by the faces: the light diffusion is inverse linear and not inverse quadratic. That makes the ligh...
- Thu Feb 18, 2016 9:49 am
- Forum: Everything 2d/3d Graphics
- Topic: VOLUMIC & REALISTIC cloud system
- Replies: 7
- Views: 5133
VOLUMIC & REALISTIC cloud system
I all, I finished a simple module to make photorealistic volumic cloud. We use it as a SceneNode. // Before creating any cloud, we have to initialize the material of clouds: setup_cloud_material(driver, driver->getTexture("clouds-group.png"), 4, 4); // texture, and number of texture by...
- Wed Feb 17, 2016 12:40 pm
- Forum: Project Announcements
- Topic: SmartBody - a character animation engine for Irrlicht
- Replies: 57
- Views: 29096
Re: SmartBody - a character animation engine for Irrlicht
All you work is AWESOME !
I never thought This kind of thing can be in the open source world.There is great chances I use it in a game one day.
I never thought This kind of thing can be in the open source world.There is great chances I use it in a game one day.
- Wed Feb 17, 2016 11:59 am
- Forum: Everything 2d/3d Graphics
- Topic: material shader: Phong, fake reflect, bloom
- Replies: 32
- Views: 14631
Re: material shader: Phong, fake reflect, bloom
I updated the shaders to work (i think) on all graphic cards. On some systems, it didn't work because GLSL version was not defined.
I added so the preprocessor
#version 120 // to tell the GLSL compiler to use version 1.20 of GLSL or hight (openGL version >= 2.1)
I added so the preprocessor
#version 120 // to tell the GLSL compiler to use version 1.20 of GLSL or hight (openGL version >= 2.1)
- Mon Nov 23, 2015 4:31 pm
- Forum: Beginners Help
- Topic: Problem with alpha channel shader
- Replies: 16
- Views: 2550
Re: Problem with alpha channel shader
Yes, I just tried and EMT_SOLID is working too. But with EMT_SOLID, transparency has sometimes problem and is rendered with the background only and not other objects.
EMT_TRANSPARENT_ADD_COLOR now works too as expected (but I won't use it for clouds !).
EMT_TRANSPARENT_ADD_COLOR now works too as expected (but I won't use it for clouds !).
- Sun Nov 22, 2015 9:28 pm
- Forum: Beginners Help
- Topic: Problem with alpha channel shader
- Replies: 16
- Views: 2550
Re: Problem with alpha channel shader
I FOUND !!! In addition to build the shader on EMT_TRANSPARENT_ALPHA_CHANNEL, we have to declare the blend operation : node->setMaterialFlag(video::EMF_BLEND_OPERATION, true); And I don't think it was often said in the documentation ! Thanks for all your answers, my result is now: http://s20.postimg...
- Sun Nov 22, 2015 7:15 pm
- Forum: Beginners Help
- Topic: Problem with alpha channel shader
- Replies: 16
- Views: 2550
Re: Problem with alpha channel shader
And how do you account for the irregular shapes of the textures in the compound image you posted? The irregular shape is due to non zero pixels in the image, maybe because of the jpeg compression (the image was in jpg before I converted it into png). If you run example 10, does it show ok? It works...
- Sun Nov 22, 2015 10:49 am
- Forum: Beginners Help
- Topic: Problem with alpha channel shader
- Replies: 16
- Views: 2550
Re: Problem with alpha channel shader
My shader is applied : There is the billboard effect and the color gradient near lights.
In fact black zones we see is not absolutly black zones, The texture is at 100% black only in the transparent area.
let's see the image
In fact black zones we see is not absolutly black zones, The texture is at 100% black only in the transparent area.
let's see the image
- Sun Nov 22, 2015 10:04 am
- Forum: Beginners Help
- Topic: Problem with alpha channel shader
- Replies: 16
- Views: 2550
Re: Problem with alpha channel shader
What I get with 2 cloud faces. The color gradient on the second is normal because it's near a light point.
- Sat Nov 21, 2015 6:24 pm
- Forum: Beginners Help
- Topic: Problem with alpha channel shader
- Replies: 16
- Views: 2550
Re: Problem with alpha channel shader
Someone have something for me ?