Search found 97 matches
- Thu Jul 09, 2026 5:15 pm
- Forum: Advanced Help
- Topic: Stencil buffer + Transparent materials = Screen goes black
- Replies: 7
- Views: 248
Re: Stencil buffer + Transparent materials = Screen goes black
Ok I got it working. Set it to TRANSPARENT_EFFECT then set the shadow color in the drawStencilShadow func instead of the drawStencilShadowVolume one. Woohoo!
- Thu Jul 09, 2026 3:37 pm
- Forum: Advanced Help
- Topic: Stencil buffer + Transparent materials = Screen goes black
- Replies: 7
- Views: 248
Re: Stencil buffer + Transparent materials = Screen goes black
I changed the register type to TRANSPARENT_EFFECT and it works, but the shadows are pitch black. Not the intention but maybe right direction?
- Thu Jul 09, 2026 1:25 pm
- Forum: Advanced Help
- Topic: Stencil buffer + Transparent materials = Screen goes black
- Replies: 7
- Views: 248
Re: Stencil buffer + Transparent materials = Screen goes black
Hm. I mean, the shadows work as long as I don't have objects that render alpha stuff...
I just moved a plane that has transparency across the map, kept my stencil shadow volume, and I could look at both of them individually but the middle where both would load/draw the black screen would come back ...
I just moved a plane that has transparency across the map, kept my stencil shadow volume, and I could look at both of them individually but the middle where both would load/draw the black screen would come back ...
- Thu Jul 09, 2026 2:41 am
- Forum: Advanced Help
- Topic: Stencil buffer + Transparent materials = Screen goes black
- Replies: 7
- Views: 248
Re: Stencil buffer + Transparent materials = Screen goes black
Yeah, when it's not transparent, the issue does not occur. If it's even like vertex alpha type etc, issue. Also to clarify, I'm using no lights in this scene. I've made a custom Shadow Volume that acts as basically "Fill anything in this mesh with a shadow". (Trying to mimic old DS-y aesthetics). It ...
- Wed Jul 08, 2026 7:15 pm
- Forum: Advanced Help
- Topic: Stencil buffer + Transparent materials = Screen goes black
- Replies: 7
- Views: 248
Stencil buffer + Transparent materials = Screen goes black
Title. When I look/load in a stencil buffer shadow volume, my screen goes black. When I look away, my game goes back to normal. I'm on Irr 1.8.5.
- Sat Jul 04, 2026 12:58 pm
- Forum: Advanced Help
- Topic: Dropshadow shader effect
- Replies: 7
- Views: 348
Re: Dropshadow shader effect
I’ll toy with stencil buffers then. The blob shadow looks ugly, especially when it’s on the edge of a platform.
- Sat Jul 04, 2026 3:14 am
- Forum: Advanced Help
- Topic: Dropshadow shader effect
- Replies: 7
- Views: 348
Re: Dropshadow shader effect
I feel like there must be a simpler solution… so many older games have these under shadows…
- Fri Jul 03, 2026 9:47 pm
- Forum: Advanced Help
- Topic: Dropshadow shader effect
- Replies: 7
- Views: 348
Re: Dropshadow shader effect
I wanted to achieve the top to bottom shadow for say a platformer character. It’s not coming from an actual light source. It’s say a mesh that makes things dark inside of it. (Specially Super Mario 64 DS, those drop shadows)
- Thu Jul 02, 2026 6:10 pm
- Forum: Advanced Help
- Topic: Dropshadow shader effect
- Replies: 7
- Views: 348
Dropshadow shader effect
I'm trying to make a shader that simply applies to an object (like a cylinder) and have that object positioned under say, a character. The intention is to darken anything it intersects under it, but I'm having issues. I've looked up things online about it rendering in like a second pass or something ...
- Tue Jun 09, 2026 1:25 pm
- Forum: Advanced Help
- Topic: Shaders take only float4?
- Replies: 2
- Views: 1255
Shaders take only float4?
I try to load parameters like just single number values etc but it seems like I can only ever load float4. Am I just doing something wrong? I’m new to shader code. I mean specifically loading and setting shader parameters in irrlicht.
- Thu May 07, 2026 10:58 am
- Forum: Beginners Help
- Topic: Different colors in materials
- Replies: 2
- Views: 648
Re: Different colors in materials
Ahhh ok. I recall in the past I had used lighting but made the ambient color or something bright so a directional light added like a pseudo rim light to some objects. Thank you!
- Wed May 06, 2026 10:50 pm
- Forum: Beginners Help
- Topic: Different colors in materials
- Replies: 2
- Views: 648
Different colors in materials
I've always been kind of confused by this:
Which colors in materials are affected by lights vs. when there is no lighting (lighting is off)?
Like when lighting is off, can I influence color with diffuse? Or is it ambient? I need a cheat sheet to recall this every time because I simply can't ...
Which colors in materials are affected by lights vs. when there is no lighting (lighting is off)?
Like when lighting is off, can I influence color with diffuse? Or is it ambient? I need a cheat sheet to recall this every time because I simply can't ...
- Sun Apr 26, 2026 4:16 pm
- Forum: Advanced Help
- Topic: Rendering to quad has odd sampling issues
- Replies: 6
- Views: 783
Re: Rendering to quad has odd sampling issues
Ok I fixed it! It was actually an issue with Direct3D 9. I had to apply an offset to the projection matrix:
float xOff = -1.0f / winW;
float yOff = 1.0f / winH;
float xOff = -1.0f / winW;
float yOff = 1.0f / winH;
- Sun Apr 26, 2026 4:08 pm
- Forum: Advanced Help
- Topic: Rendering to quad has odd sampling issues
- Replies: 6
- Views: 783
- Sun Apr 26, 2026 1:56 pm
- Forum: Advanced Help
- Topic: Rendering to quad has odd sampling issues
- Replies: 6
- Views: 783
Re: Rendering to quad has odd sampling issues
Yeah my quad has the proper uv and vertex positions. I’m curious if you know setting driver viewport could be a problem. I use it to letterbox and that screenshot I sent is with it active. It only sometimes has that jagged stuff but I can only get it on certain dimensions. At first I thought it was ...