Cubemaps

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EViruS
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Cubemaps

Post by EViruS »

Does irrlicht support cubemaps? How to work with it?
hybrid
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Post by hybrid »

No, not yet.
EViruS
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Post by EViruS »

hybrid wrote:No, not yet.
Does another way exist? I need load cubemap for HLSL shader.
elvman
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Post by elvman »

Is there a chance that cubemaps will be supported in irrlicht 1.4? I need to know this, because if they are going to be supported then I will start to add cubemap reflections to the realistic water scene node now.
hybrid
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Post by hybrid »

No, even not if hundred people will beg for it. We don't have enough time to add such large features in the next weeks (even though there is no feature freeze for 1.4, yet). Just wait for another release - 1.5 might be due at the end of the year...
elvman
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Post by elvman »

Why don't you like IrrSpintz's version of cubemaps?
hybrid
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Post by hybrid »

The interface is not properly exposed (if you remove the double methods you just have a destructor and getType). And the implementation has lots of code duplicated. I just hope to find a way to get rid of some of these things, have the texture implementations more tightly related, and increase the maintainability. That would also hold for 3d textures and cube maps.
elvman
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Post by elvman »

So there are chances that cubemaps will be added at the end of this year right?
P.S. How many developers do you have?
elvman
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Post by elvman »

Can't you talk with Spintz and simply copy/paste his code into the Irrlicht (just for temporary purposes)? You will be able to change, even rewrite the whole texture code. What do you think about that?
belfegor
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Post by belfegor »

elvman

If you use DX look at this topic:

http://irrlicht.sourceforge.net/phpBB2/ ... 4&start=15

or

http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=23012

You just need to add one function to irrlicht and then you can load cubemap
textures but with DX functions, but on the other side you can have effects
with multipass support. It should not be difficult.
Small FPS demo made using Irrlicht&NewtonDEMO
InfoHERE
Its at very early stage but i think im crazy enough to finish it all alone.
hybrid
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Post by hybrid »

You can copy the code from irrSpintz as well. If we are adding temporary code into Irrlicht chances are high that parts of it stay unfixed for a long time. Nay code quality will drop on the long run.
Enhanced texture support is almost next on my TODO list, so either texture compression or cude/3d maps have chances to get into one of the next releases. And the latter seems to be more simple (as we'd have to code the DXT compression completely inside of Irrlicht).
jingquan
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Post by jingquan »

I"ll be looking forward to cubemaps. It's really a important feature in shaders for good graphics.
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