On a note about the rain though, I would like to see you implement nVidia's texture atlas approach to having realistic rain affected by precalculated rain "lightmaps" which are held in a texture atlas. Their demo was really cool, and I think it would be fun for you to implement. Just a thought.
Halifax wrote:I would like to see you implement nVidia's texture atlas approach to having realistic rain affected by precalculated rain "lightmaps" which are held in a texture atlas. Their demo was really cool, and I think it would be fun for you to implement. Just a thought.
Link please, by texture atlas do you mean a cubemap atlas? I don't see what lightmaps what to do with raindrops though.
That looks really weird dejai, maybe you should disable the specular or something. I tested this on my ATI 200M, so I'm surprised you DX10 card has problems...
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I don't think it is a cubemap atlas. But they use an atlas, I think, that is indexed into by calculating the distance, and angle, and which the rain drop is from the lights. (It does this for every single drop, in the particle system.) I think they also add some reflection and refraction on top of that. Also, I don't think you need to extrude the quads at runtime with the DX10 geometry shader, so I'm sure that could be taken out, and this could be made DX9/OpenGL. But anyways, here are the links:
i voted drops because every second twit has refraction applied to a plane somewhere in his demo screens its a generic effect. rain drops are not aAS run of the mill