You are an experienced programmer and have a problem with the engine, shaders, or advanced effects? Here you'll get answers.
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andrewdfrost
Posts: 13 Joined: Mon Feb 05, 2007 2:05 pm
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by andrewdfrost » Sat Feb 10, 2007 7:43 pm
Has anyone implemented a fur shader in Irrlicht? If so can you tell me how, as I am struggling.
Thanks
sio2
Competition winner
Posts: 1003 Joined: Thu Sep 21, 2006 5:33 pm
Location: UK
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by sio2 » Sat Feb 10, 2007 9:11 pm
What problems are you having?
andrewdfrost
Posts: 13 Joined: Mon Feb 05, 2007 2:05 pm
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by andrewdfrost » Sun Feb 11, 2007 8:05 am
For each frame update I want to set the same shader constants (with different values for each shell) and redraw the mesh with a new texture.
There doesn't seem an obvious way of doing this.
Anteater
Posts: 266 Joined: Thu Jun 01, 2006 4:02 pm
Location: Earth
Contact:
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by Anteater » Sun Feb 11, 2007 1:21 pm
I don't know if this will help but RenderMonkey has a fur shader.
andrewdfrost
Posts: 13 Joined: Mon Feb 05, 2007 2:05 pm
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by andrewdfrost » Sun Feb 11, 2007 3:44 pm
Thanks for that. I have the shader written ok, the problem I have is coding Irrlict to use it. I have used the shader before in an MDX app.
TheC
Posts: 93 Joined: Fri May 05, 2006 7:50 am
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by TheC » Sun Feb 11, 2007 4:02 pm
If you are using a multipass shader for the fur (like the rendermonkey or FX Composer demos), you'll have to add your own multipass support to irrlicht.
andrewdfrost
Posts: 13 Joined: Mon Feb 05, 2007 2:05 pm
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by andrewdfrost » Sun Feb 11, 2007 6:01 pm
Cheers. That's what I thought. Has anyone done this yet? I don't want to have to re-invent the wheel.