My guess: Sampling itself should be same cost. Uploading texture needs more data, so that is slower. Creating mipmaps can be slower (but also only done once). Needing less texture switches (assuming you also use other blocks of same texture) will be cheaper.
The hard part: Avoiding texture-bleeding ...
Search found 10044 matches
- Mon Jul 27, 2026 10:03 pm
- Forum: Beginners Help
- Topic: How does Frustum render texture images of different sizes?
- Replies: 2
- Views: 12
- Mon Jul 27, 2026 9:54 am
- Forum: Advanced Help
- Topic: Matrix for shadow mapping
- Replies: 4
- Views: 52
Re: Matrix for shadow mapping
Sorry, was a bit too tired yesterday to think about it. Also I'm using shadow maps, but haven't coded them myself, so take everything I say with a grain of salt.
In theory near/far wouldn't matter as light is infinite far away and you just want all shadows. In reality we have to struggle with the ...
In theory near/far wouldn't matter as light is infinite far away and you just want all shadows. In reality we have to struggle with the ...
- Sun Jul 26, 2026 5:52 pm
- Forum: Code Snippets
- Topic: New Dustbin Shaders
- Replies: 9
- Views: 129
Re: New Dustbin Shaders
Hm, do you still have an older version? With Irrlicht trunk rendertargets have functions to set/get the depthmap. Don't remember how Irrlicht 1.8 did it.
- Sun Jul 26, 2026 5:50 pm
- Forum: Advanced Help
- Topic: Matrix for shadow mapping
- Replies: 4
- Views: 52
Re: Matrix for shadow mapping
Ah yes - covering exactly how much you need is a bit tricky. But having a bit more won't hurt much.
- Thu Jul 23, 2026 6:43 pm
- Forum: Advanced Help
- Topic: Matrix for shadow mapping
- Replies: 4
- Views: 52
Re: Matrix for shadow mapping
I'm probably missing something. But Irrlicht matrix has the function buildProjectionMatrixOrthoLH which allows you to set the near and far plane and width/height. The world-view transformation is the same as for other cameras.
- Wed Jul 22, 2026 10:13 pm
- Forum: Code Snippets
- Topic: New Dustbin Shaders
- Replies: 9
- Views: 129
Re: New Dustbin Shaders
I sometimes use multi-texture render targets. Yeah... more memory. Thought those also have their troubles, especially in Irrlicht which doesn't allow masking per texture so far (so mixing fixed function materials with shaders is nearly impossible for that case as fixed function materials always ...
- Mon Jul 20, 2026 9:44 pm
- Forum: Beginners Help
- Topic: Loading different size images in emscripten
- Replies: 2
- Views: 35
Re: Loading different size images in emscripten
Sorry, need a bit more details to understand what exactly you are trying. Are you trying to pad the image so it keeps the original size but has some invisible alpha part? (I do something like that here: https://github.com/mzeilfelder/irr-playground-micha/blob/master/image_scaling_padding.cpp)
There ...
There ...
- Sat Jul 18, 2026 10:13 pm
- Forum: Project Announcements
- Topic: NAUI - a UI framework for rendering engines
- Replies: 2
- Views: 47
Re: NAUI - a UI framework for rendering engines
Nice, will it be open source?
- Tue Jul 14, 2026 10:24 am
- Forum: Beginners Help
- Topic: How is geometry stored in vram?
- Replies: 4
- Views: 106
Re: How is geometry stored in vram?
You can call void IVideoDriver::removeHardwareBuffer(const scene::IMeshBuffer* mb). Thought worth it doing a quick calculation how much memory geometry really needs, might be unnecessary. Mostly it's the textures which take up memory.
- Sat Jul 11, 2026 6:40 pm
- Forum: Beginners Help
- Topic: How is geometry stored in vram?
- Replies: 4
- Views: 106
Re: How is geometry stored in vram?
If you don't render they won't be uploaded. IMesh/IMeshBuffer have a function setHardwareMappingHint. When using EHM_NEVER it will send the data over the bus each frame. Which can make sense for animated meshes which are changed each frame on CPU or very small meshes. Which seems to be even default ...
- Sat Jul 11, 2026 4:02 pm
- Forum: Code Snippets
- Topic: New Dustbin Shaders
- Replies: 9
- Views: 129
Re: New Dustbin Shaders
Thanks, the shadows look good. I don't think the camera is orthographic after loading the roads still get smaller in the back. Looks either like very wide fov or maybe some messed up viewport.
- Thu Jul 09, 2026 7:34 pm
- Forum: Advanced Help
- Topic: Stencil buffer + Transparent materials = Screen goes black
- Replies: 7
- Views: 138
Re: Stencil buffer + Transparent materials = Screen goes black
Yeah - as long as the polygons-crossed count is ok it might work. Maybe transparency messing with the stencil count, not sure. But glad to see you have something which works for you :-)
- Thu Jul 09, 2026 10:07 am
- Forum: Advanced Help
- Topic: Stencil buffer + Transparent materials = Screen goes black
- Replies: 7
- Views: 138
Re: Stencil buffer + Transparent materials = Screen goes black
OK, just had time for a quick look now. And I think the problem is that drawStencilShadowVolume doesn't do what I thought it would do. When I proposed that in last thread I assumed it would simply write the triangles to the stencil-buffer, but that doesn't seem to be the case. I realize now that ...
- Wed Jul 08, 2026 10:55 pm
- Forum: Advanced Help
- Topic: Stencil buffer + Transparent materials = Screen goes black
- Replies: 7
- Views: 138
Re: Stencil buffer + Transparent materials = Screen goes black
Stencil shadows can be tricky. First - experiment with the settings - especially zfail vs zpass in this case. Also in 1.8 directional light didn't work with shadows - only point lights.
Do you get the error also in the Example 08 Special effects? And which driver?
edit: I missed the transparent ...
Do you get the error also in the Example 08 Special effects? And which driver?
edit: I missed the transparent ...
- Sat Jul 04, 2026 11:42 am
- Forum: Advanced Help
- Topic: Dropshadow shader effect
- Replies: 7
- Views: 253
Re: Dropshadow shader effect
The simpler solution are likely the stencil buffers I mentioned. Thought you still didn't tell us what the issues with the blob shadow solution had been.