For anybody else who is struggling with PostProcessing in IrrlichtLime. Here's my working PostProcess class, cheers :)
/// <summary>
/// PostProcess class is based on QuadRender class, I lost reference to
/// </summary>
class PostProcess
{
IrrlichtDevice dev;
VideoDriver vid;
Material ...
Search found 3 matches
- Thu Mar 29, 2018 9:56 pm
- Forum: Advanced Help
- Topic: IrrlichtLime: How to set textures in a shader for postproces
- Replies: 4
- Views: 2259
- Thu Mar 29, 2018 9:15 pm
- Forum: Advanced Help
- Topic: IrrlichtLime: How to set textures in a shader for postproces
- Replies: 4
- Views: 2259
Re: IrrlichtLime: How to set textures in a shader for postpr
Yeah, all that stuff is there in the c++ version, I guess they didn't add it for IrrlichtLime. I'll try creating a QuadBuffer SceneNode, and sending it that way.
I even used Reflection to get the private variable in the Texture class so I can send the pointer straight in to MaterialRendererServices ...
I even used Reflection to get the private variable in the Texture class so I can send the pointer straight in to MaterialRendererServices ...
- Thu Mar 29, 2018 6:20 am
- Forum: Advanced Help
- Topic: IrrlichtLime: How to set textures in a shader for postproces
- Replies: 4
- Views: 2259
IrrlichtLime: How to set textures in a shader for postproces
I'm trying to do some post processing in my game, but I can't seem to get it going.
Problem A:
No UV information appears to be sent, or maybe I'm accessing it wrong, I've temporarily got the uv mapping working based on vertex position in the vertex shader. But it's quite hackish.
Problem B ...
Problem A:
No UV information appears to be sent, or maybe I'm accessing it wrong, I've temporarily got the uv mapping working based on vertex position in the vertex shader. But it's quite hackish.
Problem B ...