Could be an issue with DX9 and the Irrlicht driver, but I can't yet see why.
If I do I'll post back. Bye
Search found 1125 matches
- Fri Dec 13, 2019 4:36 pm
- Forum: Beginners Help
- Topic: How to read ECF_R5G6B5 in the HLSL shader
- Replies: 6
- Views: 829
- Fri Dec 13, 2019 9:07 am
- Forum: Beginners Help
- Topic: How to read ECF_R5G6B5 in the HLSL shader
- Replies: 6
- Views: 829
Re: How to read ECF_R5G6B5 in the HLSL shader
Hi, its weird, in 1.7 up to 1.81 createTexture assigns D3DFMT_A1R5G5B5 and not D3DFMT_R5G6B5 when users select the ECF_R5G6B5 format. Is there a need to maintain an alpha on the texture for some reason in D3D9? D3D9 must look at the texture type when passing data to the shader, and pack it according...
- Thu Dec 12, 2019 6:37 pm
- Forum: Beginners Help
- Topic: How to read ECF_R5G6B5 in the HLSL shader
- Replies: 6
- Views: 829
Re: How to read ECF_R5G6B5 in the HLSL shader
I've just dug thro the Irrlicht code, and if users load a 16-bit height map PNG file it gets silently converted to RGB, what a surprise that was! I tried the D3DFMT_D16 format, but my card also refused to create that type, maybe needs D3D10+ or something. Photoshop and other apps convert the 16-bit ...
- Thu Dec 12, 2019 12:22 pm
- Forum: Beginners Help
- Topic: How to read ECF_R5G6B5 in the HLSL shader
- Replies: 6
- Views: 829
How to read ECF_R5G6B5 in the HLSL shader
I couldn't find out how Irrlicht passes the 16-bit unit to the shader for the ECF_R5G6B5 texture format. In the shader to read the 15-bit value as a float, anyone know which is correct:- float greyPixel = tex.r + (text.g * 256); // two 8-bit values stored in R and G Or is the 16-bits spread across R...
- Thu Mar 28, 2019 12:35 pm
- Forum: Project Announcements
- Topic: Saga3D - Re-creating Irrlicht with Vulkan
- Replies: 27
- Views: 12197
Re: Saga3D - Re-creating Irrlicht with Vulkan
Okay, so your driver can't be used with Irrlicht.
64 bone sis enough for games
64 bone sis enough for games
- Sat Mar 23, 2019 11:08 am
- Forum: Code Snippets
- Topic: Mesh smoothing function for CMeshManipulator
- Replies: 8
- Views: 9417
Re: Mesh smoothing function for CMeshManipulator
Yes, fixing the loader would be the best way. Also looking at the code for Assimp, they smooth the normals too, I would have thought that the normals should be output by 3DS etc correctly, so why Assimp smooths them is strange and slows loading by seconds for larger models. All a bit of a mess really.
- Fri Mar 22, 2019 6:42 pm
- Forum: Code Snippets
- Topic: Mesh smoothing function for CMeshManipulator
- Replies: 8
- Views: 9417
Re: Mesh smoothing function for CMeshManipulator
My need was to smooth the 3DS models which are abundant, but not smoothed by the Irrlicht loader. With those 3DS it works perfectly, of course its trying to do it fast, so it will miss some in highly complex peaked meshes, but as those are rare, it does it for my needs. Its easy to modify to handle ...
- Fri Mar 22, 2019 1:23 pm
- Forum: Code Snippets
- Topic: Mesh smoothing function for CMeshManipulator
- Replies: 8
- Views: 9417
Re: Mesh smoothing function for CMeshManipulator
Thanks for the feedback! I don't really think the vertices order makes any difference, the routine scans all of the vertices` normals for matches, not just those close together, or have I misunderstood what you mean? The fAngle is an angle just not in radians or degrees :) Its calculated using dot p...
- Thu Mar 21, 2019 9:38 am
- Forum: Project Announcements
- Topic: Saga3D - Re-creating Irrlicht with Vulkan
- Replies: 27
- Views: 12197
Re: Saga3D - Re-creating Irrlicht with Vulkan
Good to read the news! Irrlicht with Vulkan working well would be great!
On the GPU skinning side, how mahy bones can your vertex skinner handle? I read that the shader is limitied on passing 256 floats, 64 matrices max.
On the GPU skinning side, how mahy bones can your vertex skinner handle? I read that the shader is limitied on passing 256 floats, 64 matrices max.
- Thu Mar 21, 2019 9:30 am
- Forum: Code Snippets
- Topic: Mesh smoothing function for CMeshManipulator
- Replies: 8
- Views: 9417
Mesh smoothing function for CMeshManipulator
This procedure can be dropped into CMeshManipulator.cpp and works nicely with Irrlicht's 3DS models and others. It scans all normals and blends them together so that surface normals are not perpendicular to each triangle, resulting in smoothing. It also maintains correct lighting on sharp edges, but...
- Thu Mar 21, 2019 9:26 am
- Forum: Advanced Help
- Topic: Lack of mesh smoothing
- Replies: 9
- Views: 7680
Re: Lack of mesh smoothing
I´m posting a smoothing routine I added to CMeshManipulator class that works nicely with 3DS models and others. It scans all normals and blends them together so that surface normals are not perpendicular to each triangle, resulting in smoothing. It also maintains correct lighting on sharp edges, but...
- Mon Mar 04, 2019 11:21 am
- Forum: Advanced Help
- Topic: Lack of mesh smoothing
- Replies: 9
- Views: 7680
Re: Lack of mesh smoothing
The problem is speed smoothing large meshes, each and every vertex must be compared with all others to find those vertices sharing the same space with similar face positions, within < 50 degrees perhaps, and thats a lot of checking. Keeping a table of checked vertices helps, and the double loop redu...
- Thu Feb 14, 2019 8:57 am
- Forum: Open Discussion and Dev Announcements
- Topic: 3000th commit - IrrlichtBAW (GIT repo, v 0.3.0-gamma1)
- Replies: 262
- Views: 69679
Re: Update 13.02.19 - BAW Irrlicht (GIT repo, v 0.3.0-alpha1
Not yet, I´ll try to follow your instructions for CMake. I hope to see the same improvements on example 26, that would be great!
- Thu Feb 14, 2019 8:53 am
- Forum: Advanced Help
- Topic: Lack of mesh smoothing
- Replies: 9
- Views: 7680
Re: Lack of mesh smoothing
Yes, as yu say, its not always up to 5 triangles with interconnected points, on high points 8 or even more can connect, but I found that on most models its up to 5, and up to 8 on more curved models with peaks, such as character models. I accumulate and add as you say, scanning through the vertices,...
- Tue Feb 12, 2019 9:52 am
- Forum: Open Discussion and Dev Announcements
- Topic: 3000th commit - IrrlichtBAW (GIT repo, v 0.3.0-gamma1)
- Replies: 262
- Views: 69679
Re: Update 26.01.19 - BAW Irrlicht (GIT repo, v 0.3.0-alpha1
Your omnidirectional cube map sound great but there will be many extra draw calls to render every object in the scene, I just use a fish-eye render towards the camera, and that handles reflection really well at lowest cost. For shadows I need a depth map from the perspective of the main light, other...