Search found 24 matches

by gammaray
Tue Sep 11, 2007 12:37 pm
Forum: Code Snippets
Topic: TGMs Shader Package[C++/GLSL]
Replies: 89
Views: 128905

TGM, did you happen to test the shader code with latest Irrlicht SVN? I'm having difficulties to get it running on 1.4alpha. If you could take a look on the problem, I'd be grateful:) Anyway, keep up the good work:)
by gammaray
Mon Sep 10, 2007 11:57 pm
Forum: Beginners Help
Topic: libIrrlicht.a --> Anjuta
Replies: 6
Views: 474

If I may suggest something - CodeBlocks also exists for linux:)
by gammaray
Wed Sep 05, 2007 12:44 am
Forum: Code Snippets
Topic: LensFlareSceneNode
Replies: 28
Views: 12625

To get some things clear: I didn't create the algorithm used in this node (as stated earlier, I've found the source on the forum), it's merely a rewrite in order to get this working with irr1.3.1. I didn't change 'the vital parts' of the code, simply because I hadn't any problems with it (tested on ...
by gammaray
Mon Sep 03, 2007 5:04 pm
Forum: Code Snippets
Topic: LensFlareSceneNode
Replies: 28
Views: 12625

This is going 'slightly' off topic:) With bloom and radial blur post-processing I get around 160-180 FPS (Gainward GF7600GS GoldenSample)
by gammaray
Mon Sep 03, 2007 1:14 pm
Forum: Code Snippets
Topic: LensFlareSceneNode
Replies: 28
Views: 12625

It's TGM's radial blur shader:) Plus some bloom. The radial blur works perfectly for 'high velocity movement' effect. I'll post more screenies after I implement a bit more features.
by gammaray
Sun Sep 02, 2007 10:13 pm
Forum: Code Snippets
Topic: LensFlareSceneNode
Replies: 28
Views: 12625

What driver are you using? I've tested the node with OpenGL, maybe that's the issue

Image

This is how it looks on my rig
by gammaray
Fri Aug 31, 2007 8:29 am
Forum: Code Snippets
Topic: LensFlareSceneNode
Replies: 28
Views: 12625

Try to disable automatic culling on the node
by gammaray
Tue Aug 28, 2007 8:52 pm
Forum: Code Snippets
Topic: LensFlareSceneNode
Replies: 28
Views: 12625

Re:

In order to see the the lens flare you need to set a texture for the node. I think there's a texture in the zip I provided. ILensFlareSceneNode* flare = new CLensFlareSceneNode(0, smgr, -1, vector3df(0,0,0)); flare->setMaterialTexture(0, driver->getTexture("../path/to/texture")); // or, an...
by gammaray
Wed Aug 22, 2007 1:46 am
Forum: Code Snippets
Topic: TGMs Shader Package[C++/GLSL]
Replies: 89
Views: 128905

Multiple effects

TGM, is it possible to combine the post process effects You've made? For example Bloom + Motion blur?
by gammaray
Mon Aug 20, 2007 5:31 pm
Forum: Beginners Help
Topic: position calculation problem
Replies: 4
Views: 555

solved:)

/* fix main cam stuff */ matrix4 mat; mat.setTranslation(getSceneNode()->getAbsolutePosition()); mat.setRotationDegrees(getSceneNode()->getRotation()); matrix4 fixmat; fixmat.setRotationDegrees(mat.getRotationDegrees()); Slight change in the code and it works now. I was convinced that mat = SceneNo...
by gammaray
Mon Aug 20, 2007 1:46 am
Forum: Code Snippets
Topic: LensFlareSceneNode
Replies: 28
Views: 12625

LensFlareSceneNode

I've modified the CLensFlareSceneNode (found somewhere on this forum a while back, also available with Acki's IrrExtensions) to work with irrlicht 1.3.1 - just thought someone might find it useful:)

You can grab the code here: http://satfilm.net.pl/~gammaray/CLensFlareSceneNode.zip
by gammaray
Sun Aug 19, 2007 9:37 pm
Forum: Beginners Help
Topic: position calculation problem
Replies: 4
Views: 555

Re:

The position itself seems to be ok, only the up vector gets screwed somehow. I've checked the output of camera->getUpVector() and it seems to be updated correctly, but the cam behaves almost the same as with a non-transformed (0,1,0). And whats weird in the other app it behaves like it should while ...
by gammaray
Sun Aug 19, 2007 7:40 pm
Forum: Beginners Help
Topic: position calculation problem
Replies: 4
Views: 555

position calculation problem

Hello, it's me again:) I'm trying to implement a sort of chase cam, that stays sticky to it's target (effect: the target looks still, only the world rotates). I use the following code to calculate the camera position: /* fix main cam stuff */ matrix4 mat = getSceneNode()->getRelativeTransformation()...
by gammaray
Wed Aug 15, 2007 3:21 pm
Forum: Beginners Help
Topic: [SOLVED] scene node visibility
Replies: 4
Views: 473

Re:

BMF, he method suggested by You seems to do the trick, at least partially. I cast a ray from the camera to the flare node position using SceneManager->getSceneNodeFromRayBB() and check what node the function returns. As far as I can see this works with BoundingBoxes so its not perfect detection but ...
by gammaray
Tue Aug 14, 2007 8:48 am
Forum: Beginners Help
Topic: [SOLVED] scene node visibility
Replies: 4
Views: 473

Re:

I wish it was so easy - I've set the light node as the parent of the lens flare effect node and when I check the the parents visibility status the method isVisible() returns true, even when the light is hidden behind another node.