My SceneNode for filter post processing shaders

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omaremad_

Post by omaremad_ »

sorry to hijack this thread but i have already started a whole bunch of hdr stuff in the project annoucements under "oe shader library"

the sky example has a bad memory bug though which i will fix
ItIsFree

Post by ItIsFree »

I look your thread , i think it is a good idea you take my code and my thread and you add to your thread and your proyject, if you need talk with me write in your thread or i can register in this Irrlicht community.
I think the two projects can be together, but my project is with HLSL and your project is with GL or GLSL.

What do you think about this???
TheMaverick
Posts: 4
Joined: Sun May 28, 2006 4:13 pm

Post by TheMaverick »

Hm, I have a question if someone wants to add effects to different objects.
Say I have a box which should be shaded black and white and a box which should be shaded normal. How could this be done?

Thanks for readin'!
BlindSide
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Location: NZ!

Post by BlindSide »

How do you create a rendertarget that is 640x480 in directx!? I'd really like to know...
ShadowMapping for Irrlicht!: Get it here
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cooljayman
Posts: 22
Joined: Wed Mar 05, 2008 8:25 am

Post by cooljayman »

Hi, Im using irrlich 1.4. Tryin this out but only getting a black screen?? Do I need the dxx multisize rendertarget patch for this to work? I have set the render target to 512,512 but still black screen. Lastly Im getting the following error

Code: Select all

main.cpp(112) : error C2039: 'OnPreRender' : is not a member of 'irr::scene::ISceneNode'
Frodenius
Posts: 64
Joined: Sun Aug 29, 2004 11:24 am
Location: Germany/Frankfurt
Contact:

Post by Frodenius »

well reading the changelog or searching the forum would've given you the answer ;)
ISceneNode's method names have changed.
worst programming style ever seen...
BlindSide
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Posts: 2821
Joined: Thu Dec 08, 2005 9:09 am
Location: NZ!

Post by BlindSide »

I used a modified version of this and made it easy to use in my effectWrapper (Link in sig). All you have to do is add a material type eg. ->addPostProcessingEffect(materialType), and it will use it as a post processing effect. You can add as many as you want and it will double-buffer them applying one after the other sequantially.

Cheers
ShadowMapping for Irrlicht!: Get it here
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
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