Hey mate,
This looks great. Message me directly if you need any support with XEffects or shadow mapping in general. Happy to help out. Glad to see something I made 10 years ago still in use in projects today
Cheers,
Search found 2838 matches
- Sun May 14, 2017 12:47 pm
- Forum: Project Announcements
- Topic: Stunt Marble Racers 2
- Replies: 76
- Views: 71358
- Fri Oct 02, 2015 11:10 am
- Forum: Open Discussion and Dev Announcements
- Topic: About SIMD math (with profiling code)
- Replies: 31
- Views: 8148
- Fri Oct 02, 2015 10:09 am
- Forum: Advanced Help
- Topic: [Help] XEffects Combine Shaders
- Replies: 3
- Views: 1232
Re: [Help] XEffects Combine Shaders
Hi rusty,
Which video driver are you using? I've potentially found a solution but haven't tested it. Put the water shader at the end and then, inside the water shader replace all "ScreenMapSampler" with "ColorMapSampler". That should allow you to use them together.
Cheers,
Which video driver are you using? I've potentially found a solution but haven't tested it. Put the water shader at the end and then, inside the water shader replace all "ScreenMapSampler" with "ColorMapSampler". That should allow you to use them together.
Cheers,
- Tue Sep 08, 2015 2:28 pm
- Forum: Advanced Help
- Topic: Bump mapping for Animated meshes
- Replies: 248
- Views: 34008
Re: Bump mapping for Animated meshes
Hi Vectrotek,
Thanks for your contribution, but I think it would benefit everybody if you posted it over at the code snippets forum as a new thread. The models look ok, standard stuff for first person shooters.
Thanks for your contribution, but I think it would benefit everybody if you posted it over at the code snippets forum as a new thread. The models look ok, standard stuff for first person shooters.
- Mon Sep 07, 2015 4:05 am
- Forum: Project Announcements
- Topic: XEffects - Reloaded - New Release (V 1.4)
- Replies: 826
- Views: 423131
Re: XEffects - Reloaded - New Release (V 1.3)
Hi all, I've updated the first post to link to the new github page and fixed the TexVar issue while I'm at it.
- Mon Sep 07, 2015 3:32 am
- Forum: Project Announcements
- Topic: XEffects - Reloaded - New Release (V 1.4)
- Replies: 826
- Views: 423131
Re: XEffects - Reloaded - New Release (V 1.3)
Good question Mongoose. If someone wants to share an updated package, I can put the link on the main page. Or perhaps I can chuck it on github and link to that? I'm surprised people are still using this to be honest.
Cheers,
Cheers,
- Wed Mar 25, 2015 7:04 am
- Forum: Advanced Help
- Topic: Irrlicht and light picking
- Replies: 11
- Views: 2154
Re: Irrlicht and light picking
I don't think it's the shader, Irrlicht will update the list of dynamic lights every frame based on which light picking strategy is used. If you want to stick with one light you can maybe just get the position from the ILightSceneNode instead.
- Wed Mar 25, 2015 7:01 am
- Forum: Project Announcements
- Topic: Zirkonia - 3d tactical rpg
- Replies: 21
- Views: 14738
Re: Zirkonia - 3d tactical rpg
Wow this looks great! Nice work
- Tue Mar 24, 2015 7:02 am
- Forum: Project Announcements
- Topic: IRR RPG Builder release alpha 0.31
- Replies: 10
- Views: 19870
Re: IRR RPG Builder release alpha 0.31
Nice! Thanks for including XEffects haha. PM me if you need any support.
EDIT: For an RPG you would ideally want CSM/PSSM sadly not in XEffects currently.
EDIT: For an RPG you would ideally want CSM/PSSM sadly not in XEffects currently.
- Mon Nov 10, 2014 5:46 pm
- Forum: Beginners Help
- Topic: [solved]strange lines with glsl
- Replies: 7
- Views: 1195
Re: strange lines with glsl
Hi Korn,
I ran into this same issue once with texture splatting. I think it has to do with mip-maps and usage of the mod() function. Try playing around with texture2DLOD instead of texture2D and see how it goes.
Cheers,
I ran into this same issue once with texture splatting. I think it has to do with mip-maps and usage of the mod() function. Try playing around with texture2DLOD instead of texture2D and see how it goes.
Cheers,
- Mon Nov 10, 2014 5:37 pm
- Forum: Beginners Help
- Topic: Irrnet lite lnk2019 error
- Replies: 7
- Views: 986
Re: Irrnet lite lnk2019 error
I believe CuteAlien is right. "For the C-runtime go to the project settings, choose C/C++ then 'Code Generation'. Change the 'runtime library' setting to 'multithreaded' instead of 'multithreaded dll'." From: http://stackoverflow.com/questions/37398/how-do-i-make-a-fully-statically-linked-...
- Mon Nov 10, 2014 5:28 pm
- Forum: Project Announcements
- Topic: irrNetLite 2.1 [BETA]
- Replies: 230
- Views: 121574
Re: irrNetLite 2.1 [BETA]
i tried fixing this for the latest enet without luck. Yeah I think it was actually available when I first made this but I found it quite difficult to utilise and settled on this older version. I vaguely recall some kind of out-of-bounds memory exception that was unfixable for me at the time. Does i...
- Thu Oct 09, 2014 11:13 am
- Forum: Off-topic
- Topic: [Survey] Which IDE And Compiler Do You Use?
- Replies: 15
- Views: 3809
Re: [Survey] Which IDE And Compiler Do You Use?
I'm using XCode at the moment, so I clicked other
(Not my favourite, but I have to for iOS development more or less, aside from that intelliJ one I think)
(Not my favourite, but I have to for iOS development more or less, aside from that intelliJ one I think)
Re: Hey dudes
Hey Virion!Virion wrote:Hey guys. I haven't login here since 2010 or something. And wow, Blindside is now an admin lol. Wassup.
- Thu Oct 09, 2014 11:10 am
- Forum: Advanced Help
- Topic: xEffects - rendering problem
- Replies: 7
- Views: 1676
Re: xEffects - rendering problem
Hi! I found the problem, It was due to the fact that the camera was attached (ie a child node) of the car it self. I attached it to the root node and no more problem occured. However, xEffects is really not suited for exterior rendering, it's really difficult to set the lights as sun light... I tri...