Oh I had my hopes up this whole timehybrid wrote:No, arras is right. It takes one texture and allows arbitrary blend modes for background blending.BlindSide wrote:It blends two textures together, or did I get that wrong?arras wrote: ONE_TEXTURE_BLEND blends only one texture not two. On top of already rendered pixels (background). You can archive more textures if you simply render same geometry with different textures and alpha. But that of course may be slow.
Texture Splatting Effect Without Pixel Shader
ShadowMapping for Irrlicht!: Get it here
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
Re: Texture Splatting Effect Without Pixel Shader
Oh, now I see why the shader version is more efficient. Though in practice, 3 less draw calls don't necessarily mean faster.sio2 wrote:The pixel shader codepath in that demo uses a single draw call. The fixed-function path uses four. If your game is transform limited then the shader path is more optimal.locosoftware wrote:First I got an idea with http://downloads.gamedev.net/features/h ... ngDemo.zip in Direct3D 9.
PS: I got an idea for simple hardware instancing. You just take a mesh, repeat it several times in the meshbuffer, then apply a hardware skinning shader, and transform each repetition of the mesh individually based on an index defined by vertex color etc. I'm thinking of applying this to bitplanes grass scene node or something.
ShadowMapping for Irrlicht!: Get it here
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
Oh no, how to apply this cool engine hack to Irrlicht's terrain? May be, I need to edit terrain scene node?
Project homepage: http://fosp.wordpress.com/
Project Forum URL: http://forum.gamedev.vn/index.php?showforum=74
Project Google Group: http://groups.google.com/group/fosproject
Engine Project: http://code.google.com/p/fosengine/
Project Forum URL: http://forum.gamedev.vn/index.php?showforum=74
Project Google Group: http://groups.google.com/group/fosproject
Engine Project: http://code.google.com/p/fosengine/
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TheAddicted
- Posts: 1
- Joined: Sat Jul 12, 2008 10:31 am
- Location: Barcelona, Spain.
I was trying to apply this on irrlicht terrain some weeks ago, what I got was this:
Im able to set an alpha map to a texture but when rendering it only shows the last texture I've set to draw, u can try to draw sand texture the last one and it will b drawn but not grass texture.
I've used example 12.TerrainRendering with VC8 to try it so if u wanna try it just replace main.cpp from there and extract media content to media folder.
main.cpp
media.rar
This is my first irrlicht attempt, Help would b apreciated, thanks!

Im able to set an alpha map to a texture but when rendering it only shows the last texture I've set to draw, u can try to draw sand texture the last one and it will b drawn but not grass texture.
I've used example 12.TerrainRendering with VC8 to try it so if u wanna try it just replace main.cpp from there and extract media content to media folder.
main.cpp
media.rar
This is my first irrlicht attempt, Help would b apreciated, thanks!
The same to you. It's seem your code will be fine, everything at right setting and postition, but why???
And, with new Irrlicht engine moded, all my old demo run ok
Good hack!
And, with new Irrlicht engine moded, all my old demo run ok
Project homepage: http://fosp.wordpress.com/
Project Forum URL: http://forum.gamedev.vn/index.php?showforum=74
Project Google Group: http://groups.google.com/group/fosproject
Engine Project: http://code.google.com/p/fosengine/
Project Forum URL: http://forum.gamedev.vn/index.php?showforum=74
Project Google Group: http://groups.google.com/group/fosproject
Engine Project: http://code.google.com/p/fosengine/
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christianclavet
- Posts: 1638
- Joined: Mon Apr 30, 2007 3:24 am
- Location: Montreal, CANADA
- Contact:
Hi, Guy!
Since most of this stuff I see is a mod to the engine, can you propose it as a patch on the DEV site? Perhaps it could be included in the next release. (Since this is all based on rendering)
I would really love to be able to "paint" textures on a mesh like ELVMAN demontrated (HEX Editor). This could also be used for level creation for creating damaged concrete on buildings.
Since most of this stuff I see is a mod to the engine, can you propose it as a patch on the DEV site? Perhaps it could be included in the next release. (Since this is all based on rendering)
I would really love to be able to "paint" textures on a mesh like ELVMAN demontrated (HEX Editor). This could also be used for level creation for creating damaged concrete on buildings.
