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 ...
Search found 390 matches
- Thu Jun 11, 2026 8:18 pm
- Forum: Code Snippets
- Topic: Pointlight shadowmap
- Replies: 1
- Views: 82
- 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 ...
https://i.ibb.co/7xKc3mTV/image.png
// main.cpp - Point Light Shadows Fixed (Viewport & Space Matrix ...
- 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
- 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 ...
- 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).
- 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 ...
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 ...
- 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 ...
// 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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...