Search found 47 matches

by Kalda
Tue Oct 09, 2012 12:28 am
Forum: Open Discussion and Dev Announcements
Topic: Advanced stencil buffer ops
Replies: 11
Views: 4567

Re: Advanced stencil buffer ops

So here comes the first diff for stencil access!
(I am ready for criticism and to modify it.)

Diff file here
by Kalda
Mon Oct 08, 2012 6:54 pm
Forum: Open Discussion and Dev Announcements
Topic: Advanced stencil buffer ops
Replies: 11
Views: 4567

Re: Advanced stencil buffer ops

Yes, as you say no doubt ;)
I cannot compare anything with that 'cause I am running on HD5870.
Second think is, I am currently targeting SM4 cards and working with
geometry shaders which eliminates many old cards. Thats why I am
interested in the results. At this point "only Carmack knows!" :D
by Kalda
Mon Oct 08, 2012 6:05 pm
Forum: Open Discussion and Dev Announcements
Topic: Advanced stencil buffer ops
Replies: 11
Views: 4567

Re: Advanced stencil buffer ops

I am just cairo user ;)
Main point of the thesis is to let everything compute on GPU from path (line strip) and compare results.
But If you ever see the NV_path_rendering extension, they claim it is many times faster than cairo
(there are graphs in their paper). So I really look forward to see my ...
by Kalda
Mon Oct 08, 2012 5:15 pm
Forum: Open Discussion and Dev Announcements
Topic: Advanced stencil buffer ops
Replies: 11
Views: 4567

Re: Advanced stencil buffer ops

2 hendu:
Well I need it for "Stencil then cover" vector graphics rendering like NV_path_rendering.
What I am trying to acomplish is to make accelerated VG library for my bachelor thesis.
And this is the best (fastest & simplest) way to do that. In fact it definitely is not that
slow as you say. The ...
by Kalda
Sun Oct 07, 2012 7:40 pm
Forum: Open Discussion and Dev Announcements
Topic: Advanced stencil buffer ops
Replies: 11
Views: 4567

Re: Advanced stencil buffer ops

Ok thanks!
So question to library maintainers.
Is there any good reason for this? I offer to write the patch for SMaterial.
IMHO it is an elementary function of any 3D engine and should be accesible directly through Irrlicht API (Ogre also has it accessible in material system).
by Kalda
Sun Oct 07, 2012 5:40 pm
Forum: Open Discussion and Dev Announcements
Topic: Advanced stencil buffer ops
Replies: 11
Views: 4567

Advanced stencil buffer ops

Hello!
I am just probably blind, but can't find answer in docs.
I need to manipulate with stencil buffer and use it for masking.
So is there any way to achieve these without modifying the library?

1) Stencil ops like invert/increment/decrement
2) Select depth/stencil buffer mode like 8-bits for ...
by Kalda
Sat Aug 11, 2007 2:33 pm
Forum: Advanced Help
Topic: Shader Problem
Replies: 1
Views: 655

Shader Problem

Hello! I have small problem.

Shot from editor:
http://www.p3studios.org/storage/irr2.jpg
and from irrlicht:
http://www.p3studios.org/storage/irr1.jpg

Why is model in irrlicht darker?
I think there is problem with calculating lightAttenuation variable, but where?

Vertex:

varying vec3 g ...
by Kalda
Thu Aug 09, 2007 12:17 pm
Forum: Advanced Help
Topic: Setting textures in GLSL
Replies: 5
Views: 3498

In irrlicht can material have 4 textures and sampler is number identifiing texture... First texture of material has number 0, last texture has 3. When you can set first texture, sampler must contains zero and when sampler is zero then the condition if(texture) is same as if(0) and this is the ...
by Kalda
Mon Aug 06, 2007 6:21 am
Forum: Beginners Help
Topic: please give me example about motion blur use direct x 9
Replies: 2
Views: 265

Download this demo. I think there's shader too.

http://sio2.g0dsoft.com/modules/wmpdown ... d=3&lid=22
by Kalda
Mon Aug 06, 2007 6:14 am
Forum: Beginners Help
Topic: Projected Lights
Replies: 5
Views: 543

Yeah. Sorry. I think projected textures :)
Image
by Kalda
Sun Aug 05, 2007 6:16 pm
Forum: Beginners Help
Topic: Projected Lights
Replies: 5
Views: 543

Projected Lights

Is possible to create Projected Lights with Irrlicht?
by Kalda
Thu Jul 19, 2007 10:22 am
Forum: Advanced Help
Topic: How to pass a texture to a shader?
Replies: 4
Views: 1355

Joe red in HLSL you do this:

sampler2D myTex : register(s0) ; // (Before the pixel shader function)

This will set meTex to the first texture loaded in your model in irrlicht.
You can do s1, s2 and s3 for the second, third and fourth textures.

Cheers
And how do this in GLSL?
by Kalda
Fri Jun 22, 2007 9:37 am
Forum: Project Announcements
Topic: Doom3 GUI
Replies: 13
Views: 2131

Ok. I must try it...
It's competitive game. Thats way end of Sept.
I must do it...

I'm sorry that I act like leecher.

And for Roxaz:


If you have a team so they can help you


:lol: :lol: :lol: ROFL

My team:
1 prog. - I
1 graph.
1 designer
some extern. (translates,partialy music,...)

Me ...
by Kalda
Thu Jun 21, 2007 3:01 pm
Forum: Project Announcements
Topic: Doom3 GUI
Replies: 13
Views: 2131

Shut up!!! :evil: :evil: :evil:

I'm creating game with my team, but I'm ill and next week I must go with parents on holiday to Greece and then to camp => I have only one month from my holiday without school. School will begin at 3rd Sept. and the game must be complete to last day in Sept.

I ...
by Kalda
Tue Jun 19, 2007 5:07 pm
Forum: Project Announcements
Topic: Doom3 GUI
Replies: 13
Views: 2131

Doom3 GUI

I'm working on it. Current progress will be somewhere at our homepage.