Search found 2838 matches

by BlindSide
Wed Jul 04, 2012 10:50 pm
Forum: Project Announcements
Topic: John Conway's Game of life HLSL edition for irrlicht
Replies: 13
Views: 5953

Re: John Conway's Game of life HLSL edition for irrlicht

Yep if you're willing to be a *little* risky you can usually just google around and download d3dx9_43.dll separately, place it in your application root (Disclaimer: I hold no responsibility for any backdoor/trojans caused by DLLs obtained from third party sources).
by BlindSide
Mon Apr 02, 2012 7:01 am
Forum: Project Announcements
Topic: XEffects - Reloaded - New Release (V 1.4)
Replies: 825
Views: 422462

Re: XEffects - Reloaded - New Release (V 1.3)

Fixed download link. Thanks Nadro :D The reason it takes XEffects a while to get integrated is because the hard part is not in the shader code or the graphics, it's in the design of a system that will support all the platforms Irrlicht aims at, and is both easy to use and high quality. XEffects as a...
by BlindSide
Wed Jan 04, 2012 11:09 pm
Forum: Project Announcements
Topic: PSVSM(for XEffect)
Replies: 11
Views: 96503

Re: PSVSM(for XEffect)

Hey cool! Nice to see people still improving XEffects :D

Do you have a link to a demo/source or something?

Cheers,
by BlindSide
Wed Jun 29, 2011 10:14 pm
Forum: Open Discussion and Dev Announcements
Topic: New phpBB3 Forum
Replies: 70
Views: 18780

Re: New phpBB3 Forum

Wow it's looking pretty sweet :D
by BlindSide
Fri Apr 15, 2011 12:50 pm
Forum: Open Discussion and Dev Announcements
Topic: Ultimate lighting solution?
Replies: 10
Views: 2399

You're crazy! .. jk carry on, carry on :P
by BlindSide
Wed Mar 16, 2011 10:33 pm
Forum: Project Announcements
Topic: XEffects - Reloaded - New Release (V 1.4)
Replies: 825
Views: 422462

Hi DarkMark, you have to use TRANSPARENT_ALPHA_CHANNEL_REF, transparency is not supported with TRANSPARENT_ALPHA_CHANNEL.

Cheers
by BlindSide
Sun Feb 20, 2011 3:52 am
Forum: Project Announcements
Topic: irrNetLite 2.1 [BETA]
Replies: 230
Views: 121279

Could be a firewall or your port is already taken?

Cheers
by BlindSide
Sun Feb 20, 2011 3:50 am
Forum: Project Announcements
Topic: XEffects - Reloaded - New Release (V 1.4)
Replies: 825
Views: 422462

But DarkMarkZX, that won't support on/off transparency, it will just draw the whole scene node regardless of the alpha on the texture. I think you need to check your materialTypeParam (In the SMaterial struct) as it controls the threshold with which an object is drawn or not based on the alpha value...
by BlindSide
Sun Feb 20, 2011 3:43 am
Forum: Advanced Help
Topic: DETAILED description of Irrlicht lighting/shadowing algorith
Replies: 2
Views: 491

Current shadow implementation uses stencil shadows. *Hoping* to integrate depth map shadows in a coming release (If someone is itching to do it themselves feel free to contact me and I'll share what I have so far + interface/API change considerations, then you can submit a patch!).
by BlindSide
Fri Jan 14, 2011 5:15 am
Forum: Project Announcements
Topic: XEffects - Reloaded - New Release (V 1.4)
Replies: 825
Views: 422462

Hi, I don't understand why you draw caster nodes into the shadowmap, and the receiver when comparing depth to produce shadows. For me, occluders (casters) are seen from the light view (shadowmap render) and shadowed areas (receivers) are seen by the user camera view (comparing shader) so I would do...
by BlindSide
Mon Dec 20, 2010 11:04 am
Forum: Project Announcements
Topic: XEffects - Reloaded - New Release (V 1.4)
Replies: 825
Views: 422462

Thanks Nova, I'll take a look at it!
by BlindSide
Thu Dec 16, 2010 11:02 pm
Forum: Open Discussion and Dev Announcements
Topic: SSE vector3df and matrix4
Replies: 24
Views: 8359

You're gonna need to use SOA form if you want a decent speed boost, that would require re-writing a lot of the algorithms in Irrlicht. One trick I found useful is to use a SOA3Vector class which holds 4 3-dimensional vector and performs all the ordinary operations on 4 vectors at once, so as long as...
by BlindSide
Sun Nov 14, 2010 12:30 pm
Forum: Project Announcements
Topic: Realistic water scene node
Replies: 255
Views: 272422

blackMasoon wrote:I was woundering how should be the shader modified to add this tipe of light reflection to water:

Image
It's just bumpmapped specular lighting, you can google for the shader code.
by BlindSide
Sun Nov 14, 2010 12:26 pm
Forum: Project Announcements
Topic: Minetest-c55
Replies: 39
Views: 37788

Hey this looks nice. Can we get some technical details on the batching you are using for the blocks? Is it all stored in a single static vbo?