I managed to fix the problem above:
https://forumimages.dustbin-online.de/shader08.png
The issue still visible with the stripe of darker red was expected, the colors of the transparent materials are rendered to a single viewport, so if multiple materials overlap from the perspective of the light ...
Search found 1252 matches
- Sun Jul 26, 2026 1:52 pm
- Forum: Code Snippets
- Topic: New Dustbin Shaders
- Replies: 9
- Views: 307
- Sat Jul 25, 2026 3:53 pm
- Forum: Code Snippets
- Topic: New Dustbin Shaders
- Replies: 9
- Views: 307
Re: New Dustbin Shaders
I searched a little but couldn't find that depthmap. I also have a problem in one of the test scenes ("loop_double") where it seems that no Z-Buffer check is done when rendering the depth for transparent shadows:
https://forumimages.dustbin-online.de/shader06.png
The break in the red shadow ...
https://forumimages.dustbin-online.de/shader06.png
The break in the red shadow ...
- Fri Jul 24, 2026 3:41 pm
- Forum: Advanced Help
- Topic: Matrix for shadow mapping
- Replies: 4
- Views: 314
Re: Matrix for shadow mapping
What I am struggling with is to limit my shadow maps so that they start exactly at the near values of the player's camera's view frustum and don't go too far. In my test application I have added a scene node which shows the view frustum (from the light's perspective), and once I pitch the camera up ...
- Thu Jul 23, 2026 4:28 pm
- Forum: Advanced Help
- Topic: Matrix for shadow mapping
- Replies: 4
- Views: 314
Matrix for shadow mapping
Hello,
I want to improve my own shader (see "Code Snippets" forum), but due to my lack of mathematical skills I don't make any progress at the moment.
I want to create an orthogonal matrix for my camera which starts at a given point (at the "near" value of the active camera) and ends at another ...
I want to improve my own shader (see "Code Snippets" forum), but due to my lack of mathematical skills I don't make any progress at the moment.
I want to create an orthogonal matrix for my camera which starts at a given point (at the "near" value of the active camera) and ends at another ...
- Wed Jul 22, 2026 4:07 pm
- Forum: Code Snippets
- Topic: New Dustbin Shaders
- Replies: 9
- Views: 307
Re: New Dustbin Shaders
A new version of my shaders is available on https://forumdata.dustbin-online.de/DustbinShaders.zip . I didn't manage to implement the idea with the 32 Bit shaders so I chose another route: I just render all necessary data into a single RTT:
https://forumimages.dustbin-online.de/shader03.png ...
https://forumimages.dustbin-online.de/shader03.png ...
- Sat Jul 11, 2026 4:57 pm
- Forum: Code Snippets
- Topic: New Dustbin Shaders
- Replies: 9
- Views: 307
Re: New Dustbin Shaders
Thanks for the hint, I'll debug into it when I have time to
Today I had an idea to improve things: I have started coding a version which uses render target textures with the color format 32Bits for Alpha, Red, Green and Blue each. If things work as I assume I can endode all necessary data into a ...
Today I had an idea to improve things: I have started coding a version which uses render target textures with the color format 32Bits for Alpha, Red, Green and Blue each. If things work as I assume I can endode all necessary data into a ...
- Sat Jul 11, 2026 9:58 am
- Forum: Code Snippets
- Topic: New Dustbin Shaders
- Replies: 9
- Views: 307
Re: New Dustbin Shaders
I have made some little updates: first I simplified the code of the RTT generation, and I added an input field to the test application which allows modifying the light direction while the app runs. The download package


- Fri Jul 10, 2026 3:50 pm
- Forum: Code Snippets
- Topic: New Dustbin Shaders
- Replies: 9
- Views: 307
New Dustbin Shaders
Hello,
I have been fiddling around with creating a framework for future games (still work in progress, I hope I can show it off later this year), but I have now enhanced the shaders I use for MarbleGP and wanted to share it.
https://forumimages.dustbin-online.de/shaders01.png
The shader now ...
I have been fiddling around with creating a framework for future games (still work in progress, I hope I can show it off later this year), but I have now enhanced the shaders I use for MarbleGP and wanted to share it.
https://forumimages.dustbin-online.de/shaders01.png
The shader now ...
- Thu Apr 23, 2026 2:30 pm
- Forum: Off-topic
- Topic: Post 10000
- Replies: 5
- Views: 891
Re: Post 10000
Nice, congratulations. I chose Irrlicht back then mainly because it was the best 3d engine I could find, mainly when it comes to getting it up and running - no magic required, and by now I know a lot about it so I'll stay
- Sat Mar 14, 2026 1:51 pm
- Forum: Project Announcements
- Topic: Y.A.I.S.E. - Yet another Irrlicht scene editor
- Replies: 17
- Views: 19056
Re: Y.A.I.S.E. - Yet another Irrlicht scene editor
Hello, I think the main point is that YAISE is open source, you can do whatever you want with it. If you need any special features you can implement it, and it is completely Irrlicht based, i.e. also the UI is Irrlicht. You can just give it a try and see if it fits you.
I have now been working "in ...
I have now been working "in ...
- Wed Dec 24, 2025 4:04 pm
- Forum: Project Announcements
- Topic: DustbinGames MarbleGP
- Replies: 29
- Views: 28057
Re: DustbinGames MarbleGP
I got a request from a Steam user recently to allow custom textures for the player's marble in the game, so I added it. It's both available on Steam and on https://www.dustbin-online.de .
The texture must be a PNG file with a size of 256x128 pixel, and I hope people like this. This texture is only ...
The texture must be a PNG file with a size of 256x128 pixel, and I hope people like this. This texture is only ...
- Sat Dec 06, 2025 3:23 pm
- Forum: Code Snippets
- Topic: Drag / Drop functionality for Tree View
- Replies: 30
- Views: 42981
Re: Drag / Drop functionality for Tree View
From my daytime work I know very well that thinking more about interfaces is good - but there it's now my job, just use what someone else messed up (and often fix other people's bugs).
I have updated the patch on my web page and fixed the typo
I have updated the patch on my web page and fixed the typo
- Sat Dec 06, 2025 7:06 am
- Forum: Code Snippets
- Topic: Drag / Drop functionality for Tree View
- Replies: 30
- Views: 42981
Re: Drag / Drop functionality for Tree View
That's totally fine, I am still working on the editor(s), and once they are fine imho I will post the framework in the project announcements, even though it's mainly for myself to reduce the time it takes me to setup a new project 
- Fri Dec 05, 2025 3:24 pm
- Forum: Code Snippets
- Topic: Drag / Drop functionality for Tree View
- Replies: 30
- Views: 42981
Re: Drag / Drop functionality for Tree View
Hi, I finally have started a project (well, rather a framework) which uses the Drag-and-Drop function in the editors. When testing it I stumbled upon a crash so I fixed it and uploaded a new patch file: https://forumdata.dustbin-online.de/Irr ... view.patch
- Fri Dec 05, 2025 3:21 pm
- Forum: Project Announcements
- Topic: Nightork Adventures - Beyond the Moons of Shadalee
- Replies: 15
- Views: 42715
Re: Nightork Adventures - Beyond the Moons of Shadalee
That looks nice and reminds me of Descent, one of my all-time favorites