Glass Pane and Rain Drop refraction demo - Source Included
Yes that was the original plan, expect to see something like this soonxDan wrote: Those rain drops would look nice dripping down the glass plane!
@Everyone with problems, I'm sure I already fixed those problems, maybe you are downloading a cached version from the ftp or something? Can you try downloading again Virion and see if it works.
Make sure that line 40 of "GlassP.glsl" is:
Code: Select all
spec = clamp(pow(spec,16.0),0.0,1.0);
PS: Who thinks the raindrops look better like this?
To try it change line 23 of DropP.glsl to:
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projCoord.xy += ((TexOff.xy - vec2(0.5,0.5)) / 5.0);
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Yes I did read it, good job. Close to 200fps on my ATI 3850 looking at the glass plane. I didn't knew there was a bug with setting particles visibility, thought my code was malfunctioning...Anyway, nice thinking with the alpha trick.
Too bad it's another scene.render() that made me drop glass rendering.
Too bad it's another scene.render() that made me drop glass rendering.
But it sure does look pretty doesn't it? Maybe you can enable it only for high settings. I mean theres always gonna be someone with a 8800GTS that can run your game way too fast anyway.jingquan wrote: Too bad it's another scene.render() that made me drop glass rendering.
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Ok this last update should fix it on most machines. Can anyone thats been having trouble download it again and see if it works correctly now?
@Arras: Oh yeah I just realised this ones dynamically runtimed so you need the MSVC 2005 Runtime pack (Yes it crashes sometimes without it, Microsoft, go figure eh ).
@Arras: Oh yeah I just realised this ones dynamically runtimed so you need the MSVC 2005 Runtime pack (Yes it crashes sometimes without it, Microsoft, go figure eh ).
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Did anyone try sticking an animated mesh in there? :
I've updated the executable and the source to include this
I've updated the executable and the source to include this
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Looks very nice, good job!
Just a little nitpick (you've probably seen this already, though), you'll need a custom clipping plane (especially with large objects; rain drops don't artifact too badly). Otherwise, you'll get ghost refractions from occluders in the frame buffer (same concept as reflection/refraction/portals). Just shear the near clip plane before rendering to the rtt, or take advantage of today's cards user clip planes.
Just a little nitpick (you've probably seen this already, though), you'll need a custom clipping plane (especially with large objects; rain drops don't artifact too badly). Otherwise, you'll get ghost refractions from occluders in the frame buffer (same concept as reflection/refraction/portals). Just shear the near clip plane before rendering to the rtt, or take advantage of today's cards user clip planes.
Yep, well spotted agi_shi. I was thinking of adding a clip plane to the glass pane's refraction but I figured its going a bit far for this tutorial (And I also hear that something is wrong with Irrlicht's classifyPointRelation function for plane3df (I think), so I would have to use my own methods to calculate which side of the glass the viewer is on).
Cheers
Cheers
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