cel-shading

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atcdevil
Posts: 30
Joined: Sun Mar 14, 2004 2:14 am

cel-shading

Post by atcdevil »

I did a search and found many discussions on implementing real cel-shading using 1D textures. None of these discussions resulted in an implementation with source code available. I am using Irrlicht for a cel-shaded game. Therefore I need cel-shading implemented ASAP. In order to avoid duplication of effort I would like to make sure that no one else has already implemented this using 1D textures. If so, can you please share the source code? Note, I am not interested in pseudo cel-shading so thanks anyway :D. If not, I'll be implementing it within the next few weeks. I'll post the source code here.
Guest

Post by Guest »

Why not just use Ogre which has supported it since last year? :P
atcdevil
Posts: 30
Joined: Sun Mar 14, 2004 2:14 am

Post by atcdevil »

Cause I'm sentimental, not rational. :? Actually I prefer the less restrictive license.
cmoibenlepro
Posts: 237
Joined: Thu May 27, 2004 3:18 pm
Location: Canada

Post by cmoibenlepro »

a 1D texture is the same thing as a 2D texture where the height is always 1 pixel, isn't it?
So maybe it could work in Irrlicht... :wink:
atcdevil
Posts: 30
Joined: Sun Mar 14, 2004 2:14 am

Post by atcdevil »

Right... But when you display the model the texture coordinates depend on the results of the lighting equation, not on predefined texture coordinates. So even if I could load a 2D texture that is really 1D, I still need to change the way the models are rendered.
AlexL
Posts: 184
Joined: Tue Mar 02, 2004 6:06 pm
Location: Washington State

Post by AlexL »

I'm not sure if this will work well with Irrlicht, but this is what I have done in Blitz to get cel-shading, anyways here goes...
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After the model is loaded up and textured, I load another texture (1D) into the program and set it as a sphericle-map, from there I apply it to the model with the multiply texture flag set.
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If I can get some free time away from my other projects I might try to re-make the effect inside of Irrlicht, if I'm able to do so I'll let you all know and post the source for it :D
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