Search found 62 matches

by Andrey01
Wed May 29, 2024 7:38 pm
Forum: Beginners Help
Topic: How to avoid clipping the view port rect?
Replies: 10
Views: 5130

Re: How to avoid clipping the view port rect?

Thanks for the patch.

I have a small question unrelating to the topic (I just don't want to create a separate thread for it): is there some support of GLSL > 1.2 version currently in Irrlicht? I would like to try to use in and out specifiers in the vertex and fragment shaders as I need in passing a ...
by Andrey01
Sat May 25, 2024 8:54 am
Forum: Beginners Help
Topic: How to avoid clipping the view port rect?
Replies: 10
Views: 5130

Re: How to avoid clipping the view port rect?


Isn't that what I wrote after the "Ow... or maybe I do get it ..."?

I'm not quite sure what would happen. I searched a bit around the web and found answers from "gpu will just clip it, no problem" to "this is badly defined in OpenGL" to "might depend on the graphic card what happens". If you ...
by Andrey01
Fri May 24, 2024 5:48 pm
Forum: Beginners Help
Topic: How to avoid clipping the view port rect?
Replies: 10
Views: 5130

Re: How to avoid clipping the view port rect?

As I already said before, the screen mesh objects doesn't move around their scenes as well as their cameras. Only their view port rectangles shift happens if the coords of the object were changed. Ok, I show my code snippets and explain what they do.

I have a HUD scene class which exists per a mesh ...
by Andrey01
Mon May 20, 2024 10:15 am
Forum: Beginners Help
Topic: How to avoid clipping the view port rect?
Replies: 10
Views: 5130

Re: How to avoid clipping the view port rect?


Maybe you are missing some aspect ratio changes? Your first image has 15/8 your second has something like 2 times 7.5/8 (with the images you posted here, I guess real ones are likely not exactly the same).

The camera always renders the full height of your given field of view (ICameraSceneNode ...
by Andrey01
Sat May 18, 2024 11:21 pm
Forum: Beginners Help
Topic: How to avoid clipping the view port rect?
Replies: 10
Views: 5130

How to avoid clipping the view port rect?

I'm making some API for Minetest engine allowing to render and handle meshes in the screen space of the player camera. When some new mesh is added, it creates a separate scene manager for it (smgr->createNewSceneManager), adds to there the own camera and the mesh node itself. When rendering all ...
by Andrey01
Thu Feb 01, 2024 7:16 pm
Forum: Beginners Help
Topic: Problem with overlaying regular texture with RTT.
Replies: 3
Views: 2686

Re: Problem with overlaying regular texture with RTT.

Thanks. I read thoroughly all materials types documented in EMaterialTypes.h file since the doc in the engine itself is more actual than that one which the website says. I really didn't find any suitable type that would just combine two textures (what is very wonderful as other materials can combine ...
by Andrey01
Wed Jan 31, 2024 7:48 pm
Forum: Beginners Help
Topic: Problem with overlaying regular texture with RTT.
Replies: 3
Views: 2686

Problem with overlaying regular texture with RTT.

I have a mesh scene node (mirror) with two materials. The second one contains two texture layers. In the first layer I add a render target texture (created using IVideoDriver::addRenderTargetTexture) in which the camera renders from the position of the mirror node and from that direction where the ...
by Andrey01
Mon Sep 18, 2023 10:29 pm
Forum: Off-topic
Topic: Leaving Irrlicht?...
Replies: 31
Views: 28368

Re: Leaving Irrlicht?...

This will be probably a bit offtopic, but I am interested in knowing reasons of disintegrating of the Irrlicht development team. The single active developer and the forum member so far is CuteAlien. The lastest feature release (1.8.0) is more than ten years old. The lastest bugfix release is also ...
by Andrey01
Fri Sep 01, 2023 10:54 am
Forum: Beginners Help
Topic: Blending lights rays with base texture.
Replies: 8
Views: 2812

Re: Blending lights rays with base texture.

The red light amount is the same as the green one in my scene. The actual problem was the red light has the green and blue components null, so in the result of the blending the light color with the scene color, the total color gets semitransparent with the red tint. I could fix that by calculating ...
by Andrey01
Wed Aug 16, 2023 9:11 pm
Forum: Beginners Help
Topic: Blending lights rays with base texture.
Replies: 8
Views: 2812

Re: Blending lights rays with base texture.

I've come up with how to solve this issue finally, only partially, because now although the lamps look like opaque, but their rays became very faint. I caulculate the alpha as a ratio of the current fragment's luminance and the original lamp color luminance:


float luminance = dot(color*255.0 ...
by Andrey01
Sun Aug 13, 2023 8:49 pm
Forum: Beginners Help
Topic: Blending lights rays with base texture.
Replies: 8
Views: 2812

Re: Blending lights rays with base texture.

Do you mean so? Always have alpha = 1.0 independing on the mixed alpha?

Code: Select all

vec4 color = base_color + rays_color;

gl_FragColor = vec4(vec3(color), 1.0);
In any case that doesn't change anything.
by Andrey01
Sun Aug 13, 2023 5:16 pm
Forum: Beginners Help
Topic: Blending lights rays with base texture.
Replies: 8
Views: 2812

Blending lights rays with base texture.

I try to combine in the shader which renders the screen quad the total rays texture with the base texture. The first one contains all simple rendered cube light sources emitting godrays (algorithm based on this implementation: https://lokeshsharma97.wordpress.com/2017/08/04/god-rays-opengl/ the only ...
by Andrey01
Sat Aug 05, 2023 10:41 am
Forum: Beginners Help
Topic: Defining BlendFactor results to no rendering.
Replies: 2
Views: 2188

Re: Defining BlendFactor results to no rendering.

Thanks! Setting EMT_TRANSPARENT_ALPHA_CHANNEL for the base shader material is the only thing that solved the problem.
by Andrey01
Sat Aug 05, 2023 12:02 am
Forum: Beginners Help
Topic: Defining BlendFactor results to no rendering.
Replies: 2
Views: 2188

Defining BlendFactor results to no rendering.

Sorry for very frequent asking here, but it really doesn't work for an obscure reason although it really should do. I bound an own shader to my material which belongs to a mesh scene node and enabled the blend operation EBO_ADD since this material is intended to be transparent (that shader ...
by Andrey01
Thu Aug 03, 2023 7:12 am
Forum: Beginners Help
Topic: How to sample depth texture in GLSL?
Replies: 8
Views: 3474

Re: How to sample depth texture in GLSL?

Now works too to my wonder. The single reason which I can find is I initialized core::array wrong (when I added ITextures to there, I used direct [] operator, now I added it by push_back()), because actually my current code and the non-working code before are absolutely identical except that thing ...