Search found 390 matches

by Noiecity
Thu Jun 11, 2026 8:18 pm
Forum: Code Snippets
Topic: Pointlight shadowmap
Replies: 1
Views: 82

Re: Pointlight shadowmap

Gouraud shading instead of per pixel light:

// main.cpp - Point Light Soft Shadows with Radial Fade Gouraud Shading (OpenGL 2.0 / C++98)
#include <irrlicht.h>
#include <cmath>
#include <cstring>
#include <cstdio>

#ifdef _IRR_WINDOWS_
#pragma comment(lib, "Irrlicht.lib")
#endif

using namespace ...
by Noiecity
Thu Jun 11, 2026 1:36 pm
Forum: Code Snippets
Topic: Pointlight shadowmap
Replies: 1
Views: 82

Pointlight shadowmap

It's far from perfect, but I'm no expert on shaders... I created it with the goal of making a shader that could quickly render cast shadows and be compatible with OpenGL 2.0 and irrlicht 1.9.0:
https://i.ibb.co/7xKc3mTV/image.png

// main.cpp - Point Light Shadows Fixed (Viewport & Space Matrix ...
by Noiecity
Tue Jun 09, 2026 10:28 pm
Forum: Advanced Help
Topic: Shaders take only float4?
Replies: 2
Views: 184

Re: Shaders take only float4?

I don't know if it has anything to do with it, but I've noticed that some graphics cards support 16-bit floating-point, while others don't
by Noiecity
Fri May 22, 2026 12:55 pm
Forum: Off-topic
Topic: z-buffer vs w-buffer
Replies: 3
Views: 320

Re: z-buffer vs w-buffer


z-buffer (or w-buffer) is usually no problem until it is. And then you see it. And 90% you can fix it by increasing near-plane a bit or so. Or slightly modifying your 3d scene architecture (don't have flat planes too close together). In some specific scenes it obviously matters, but it's not ...
by Noiecity
Fri May 22, 2026 2:48 am
Forum: Off-topic
Topic: z-buffer vs w-buffer
Replies: 3
Views: 320

Re: z-buffer vs w-buffer

However, I don't have seen a difference in the analysis due to a render distance that was too low (far).
by Noiecity
Thu May 21, 2026 12:20 am
Forum: Off-topic
Topic: z-buffer vs w-buffer
Replies: 3
Views: 320

z-buffer vs w-buffer

I was comparing z-buffer renders with w-buffer, I had the same result in irrlicht.
I used https://ezgif.com/compare-images with "Highlight differences" to see if there were pixel differences... there were none. (This was with burningsvideo, I told chatgpt to confirm that 1.9.0 used w-buffer by ...
by Noiecity
Tue May 19, 2026 2:40 pm
Forum: Code Snippets
Topic: Sunlight shadow map Shader
Replies: 0
Views: 358

Sunlight shadow map Shader

https://i.ibb.co/BY4KGdF/image.png

// main.cpp - Shadow mapping for Irrlicht 1.9 / D3D9 / C++98
//
// Two-pass shadow mapping with PCF soft shadows:
// Pass 1: Render depth from light's perspective, encode depth to RGBA8
// Pass 2: Render scene with per-pixel lighting and shadow sampling ...
by Noiecity
Thu Apr 23, 2026 9:10 pm
Forum: Code Snippets
Topic: Noise Reduction Shader
Replies: 0
Views: 306

Noise Reduction Shader

An anisotropic smooth operation:

https://i.ibb.co/LdqzNnG8/image.png

main.cpp
#include <irrlicht.h>
#include <vector>
#include "denoise_reduction.hpp"

#ifdef _IRR_WINDOWS_
#pragma comment(lib, "Irrlicht.lib")
#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
#endif

using ...
by Noiecity
Thu Apr 23, 2026 3:31 pm
Forum: Code Snippets
Topic: Ray Tracing Vertex Light
Replies: 0
Views: 266

Ray Tracing Vertex Light

https://i.ibb.co/PGRbfyP9/image.png
tested on irrlicht 1.9.0 svn trunk
#include <irrlicht.h>
#include <cstdio>
#include <cmath>
#include <vector>

#ifdef _IRR_WINDOWS_
#pragma comment(lib, "Irrlicht.lib")
#endif

using namespace irr;
using namespace core;
using namespace scene;
using namespace ...
by Noiecity
Tue Apr 21, 2026 1:23 pm
Forum: Beginners Help
Topic: 4 uv maps for model
Replies: 14
Views: 520

Re: 4 uv maps for model


You can have 8 textures per material. You have 1 material per meshbuffer.
You can have as as many meshbuffer in a mesh (model) as you want. Basically a main point of a meshbuffer is to split the parts in a model which have different materials.

UV's are in the mesh (S3DVertex) - not in the ...
by Noiecity
Tue Apr 21, 2026 4:23 am
Forum: Beginners Help
Topic: 4 uv maps for model
Replies: 14
Views: 520

Re: 4 uv maps for model

Okay, I was thinking about how to make full use of the space on a 3D sphere. I realized that having multiple UV maps here would have been helpful, since half of the sphere takes up almost the entire UV map. But after giving it some thought... of course, I said to myself, I’ll just use two UV maps ...
by Noiecity
Sun Apr 19, 2026 11:31 pm
Forum: Off-topic
Topic: Post 10000
Replies: 5
Views: 292

Re: Post 10000

Congratulations, may you have many more years and may all your wishes come true, do you plan to continue with the current irrlicht 1.9.0 pipeline? Maybe moving everything to shader model 3.0 would be good, considering that currently, since the 2000s, graphics abandoned fixed point and cannot take ...
by Noiecity
Sun Apr 19, 2026 10:47 pm
Forum: Beginners Help
Topic: 4 uv maps for model
Replies: 14
Views: 520

Re: 4 uv maps for model


Trust me I know that realistic environment light is tricky. I spend last 4 months full-time on that and I'm still failing. At least once you go beyond a simple metal helmet and an environment map (yeah, I know that demo as well ^_^)


I see that my eye does something that I also want to replicate ...
by Noiecity
Sun Apr 19, 2026 10:06 pm
Forum: Beginners Help
Topic: 4 uv maps for model
Replies: 14
Views: 520

Re: 4 uv maps for model


I'm pretty sure we're still talking past each other. If you want only 1 texture but move it over the model use a texture matrix (texture matrices have translate and rotate functions to make this easy). I thought maybe you need several because with more complicated models moving the texture makes ...
by Noiecity
Sun Apr 19, 2026 8:25 pm
Forum: Beginners Help
Topic: 4 uv maps for model
Replies: 14
Views: 520

Re: 4 uv maps for model


But why use a new projection for each angle? You only need to render new textures? I'm probably still missing something :-(
Note - you can always swap whole object as well. Show the one with the correct uv projection.
And yes - precalculated lightmaps are trouble if you rotate stuff. Thought you ...