TGMs Shader Package[C++/GLSL]
No, even OpenGL 1.2 is fine. It is probably a strict shader compiler that is throwing some errors, a too low pixel shader or vertex shader version, or an incorrect (too large or npot) RTT.
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its not hard... its in fakt just 3 or 4 lines more...
you simply have to multiply the result with the lightmapped texture.. in fakt this has been done by me in my "bounce" projekt in the lava level..
(I use a strange aproach to lightmapping..)
It uses the range from 0 to .5 for darkening and from .5 to 1 for lightin up..
so maybe thats not what you want.. but anyway.. its very easy..
simply load another texture.. (the lightmap..) and then get the pixel and multiply it with the return value...
you simply have to multiply the result with the lightmapped texture.. in fakt this has been done by me in my "bounce" projekt in the lava level..
(I use a strange aproach to lightmapping..)
It uses the range from 0 to .5 for darkening and from .5 to 1 for lightin up..
so maybe thats not what you want.. but anyway.. its very easy..
simply load another texture.. (the lightmap..) and then get the pixel and multiply it with the return value...
I made one the other day, it used TGM's on-the-fly tangent generation method like in his normal map shader, so that the second texcoord can be fre for lightmaps.
Although, this doesn't seem to work well on all meshes for some reason.
Although, this doesn't seem to work well on all meshes for some reason.
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it would be nice to see what kind of framework will come out later for supporting material-effect binding, i mean someone will have to think about a way of mapping a technique to a material, then store that relationship somewhere, maybe a textfile or something.
i think most demos right now are doing the mapping in hard code. though what is needed to move this forward will take a lot of discussion, or perhaps the core will come up with a tentative design.
just think about the possibilities, it's simply...
...awesome.
come on now, fellas. bang up some code and show us more glitz.
i think most demos right now are doing the mapping in hard code. though what is needed to move this forward will take a lot of discussion, or perhaps the core will come up with a tentative design.
just think about the possibilities, it's simply...
...awesome.
come on now, fellas. bang up some code and show us more glitz.
Niko is planning an XML-based format. Though I doubt any major progress has been or will be made on that any time soon.
ShadowMapping for Irrlicht!: Get it here
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cool, that's nice to know there is a plan.
i might have sounded too demanding, so i may have to clarify that.
anyway, for now, i'll code my demo scene the shortest possible way as i'm not ready to make a cg-based game. there's a lot of stuff to learn in terms of vertex and fragment shading. so i'm doing them one piece at a time putting them in demo programs. later, once i get to learn how they connect then i'll be able to piece them together.
i'm hoping shader quality is going to look closely like crysis or unreal3, though.
i might have sounded too demanding, so i may have to clarify that.
anyway, for now, i'll code my demo scene the shortest possible way as i'm not ready to make a cg-based game. there's a lot of stuff to learn in terms of vertex and fragment shading. so i'm doing them one piece at a time putting them in demo programs. later, once i get to learn how they connect then i'll be able to piece them together.
i'm hoping shader quality is going to look closely like crysis or unreal3, though.