Search found 9 matches
- Thu Dec 24, 2020 10:48 pm
- Forum: Advanced Help
- Topic: IRenderTarget with RenderTexture for OpenGL ES branch
- Replies: 2
- Views: 2707
Re: IRenderTarget with RenderTexture for OpenGL ES branch
I'll try to migrate to 1.9. Anyway, if I do "ndk-build" in the "source" -> "Android" directory, compiler complains about "error: no member named 'EDT_DIRECT3D8' in namespace 'irr::video'; did you mean 'EDT_DIRECT3D9'?" because "EDT_DIRECT3D8" became ...
- Wed Dec 23, 2020 1:26 pm
- Forum: Advanced Help
- Topic: IRenderTarget with RenderTexture for OpenGL ES branch
- Replies: 2
- Views: 2707
IRenderTarget with RenderTexture for OpenGL ES branch
Hi at all! I was trying to compile my application for Android. I'm using Irrlicht 1.8 and I noticed that the "ogl-es" branch has skipped some versions, I think... Basically, my application uses MRTs and I use the "RenderTexture" member of "IRenderTarget", but in "o...
- Sat Nov 16, 2019 2:29 pm
- Forum: Advanced Help
- Topic: GUI elements and MRT
- Replies: 13
- Views: 2005
Re: GUI elements and MRT
Thanks for all! You are very kind person. I encoutered another problem, which seems to be a bug: - I have a irr::core::array of IRenderTarget, called sceneRtts. - I have a ITexture* where I render the GUI coming from IGUIEnvironment, called guiRtt. All of the above textures comes from addRenderTarge...
- Wed Nov 13, 2019 4:43 pm
- Forum: Advanced Help
- Topic: GUI elements and MRT
- Replies: 13
- Views: 2005
Re: GUI elements and MRT
Where did you read that?
Here is NOT specified:
http://irrlicht.sourceforge.net/docu/cl ... 1e8a26109c
Nor in the SDK!
Also it's "enableMaterial2D", not "enableInitMaterial2D"
Here is NOT specified:
http://irrlicht.sourceforge.net/docu/cl ... 1e8a26109c
Nor in the SDK!
Also it's "enableMaterial2D", not "enableInitMaterial2D"
- Wed Nov 13, 2019 2:54 pm
- Forum: Advanced Help
- Topic: GUI elements and MRT
- Replies: 13
- Views: 2005
Re: GUI elements and MRT
Don't worry. I managed to render all the GUI elements on a separate, but common, render target. Then I pass it to my shader which renders the scene in the window, so it's not affected by post-processing effects.
Thanks anyway!
Thanks anyway!
- Tue Nov 12, 2019 11:27 pm
- Forum: Advanced Help
- Topic: GUI elements and MRT
- Replies: 13
- Views: 2005
Re: GUI elements and MRT
Hi! I tried to do the following: driver = device->getVideoDriver(); driver->getMaterial2D().MaterialType = (E_MATERIAL_TYPE)renderer2DMaterial; driver->getMaterial2D().TextureLayer[0].BilinearFilter = true; driver->getMaterial2D().AntiAliasing = EAAM_FULL_BASIC; driver->enableMaterial2D(true); B...
- Sat Oct 05, 2019 11:56 am
- Forum: Advanced Help
- Topic: GUI elements and MRT
- Replies: 13
- Views: 2005
Re: GUI elements and MRT
Thanks!!
- Tue Oct 01, 2019 10:22 am
- Forum: Advanced Help
- Topic: GUI elements and MRT
- Replies: 13
- Views: 2005
Re: GUI elements and MRT
Hi, and thanks for the answer! This surely helps, but I can't override the material without knowing what the original one does. I mean, I think vertex and fragment shaders do something not trivial, like transformations and so on... I should look at Irrlicht source code. Do you have some clue about t...
- Sat Sep 28, 2019 11:25 pm
- Forum: Advanced Help
- Topic: GUI elements and MRT
- Replies: 13
- Views: 2005
GUI elements and MRT
Hi at all! I'm working on my game made with Irrlicht 1.8.4. I implemented multiple render targets. I use OpenGL as a back-end. I can control in which render target should the fragment go. In every shader I output the albedo color in gl_FragData[0] and another color buffer in gl_FragData[1]. You shou...