So here comes the first diff for stencil access!
(I am ready for criticism and to modify it.)
Diff file here
Search found 47 matches
- Tue Oct 09, 2012 12:28 am
- Forum: Open Discussion and Dev Announcements
- Topic: Advanced stencil buffer ops
- Replies: 11
- Views: 4567
- 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
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
- 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 ...
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 ...
- 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 ...
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 ...
- 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).
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).
- 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 ...
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 ...
- 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 ...
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 ...
- Thu Aug 09, 2007 12:17 pm
- Forum: Advanced Help
- Topic: Setting textures in GLSL
- Replies: 5
- Views: 3498
- 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
http://sio2.g0dsoft.com/modules/wmpdown ... d=3&lid=22
- Mon Aug 06, 2007 6:14 am
- Forum: Beginners Help
- Topic: Projected Lights
- Replies: 5
- Views: 543
- 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?
- Thu Jul 19, 2007 10:22 am
- Forum: Advanced Help
- Topic: How to pass a texture to a shader?
- Replies: 4
- Views: 1355
- Fri Jun 22, 2007 9:37 am
- Forum: Project Announcements
- Topic: Doom3 GUI
- Replies: 13
- Views: 2131
- Thu Jun 21, 2007 3:01 pm
- Forum: Project Announcements
- Topic: Doom3 GUI
- Replies: 13
- Views: 2131
- Tue Jun 19, 2007 5:07 pm
- Forum: Project Announcements
- Topic: Doom3 GUI
- Replies: 13
- Views: 2131
