Believe it or not, this demo was programmed on a laptop with a Radeon 200M series (So was the metaballs one.)JDHunter wrote:Hey BlindSide,
thx for nice tutorial, very nice work...
very helpful... big thx for release the source
currently successful tested on laptop with a Radeon XPRESS200 SERIES 8FPS, all shader run correctly
later i will test it on 8800gts
Glass Pane and Rain Drop refraction demo - Source Included
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Heya, when I try to use it, all it returns is a solid texture on all the models which is made from the terrain, and when the camera is tilted upwards, then the textures become just the same as the sky box. Does anyone know whats happened?
Chris Goddard
http://www.chris-goddard.co.uk
http://www.chris-goddard.co.uk
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Sounds like what I used to get on an intel GPU with linux. Any similarities?Blue Hampster wrote:Heya, when I try to use it, all it returns is a solid texture on all the models which is made from the terrain, and when the camera is tilted upwards, then the textures become just the same as the sky box. Does anyone know whats happened?
Make sure your GPU supports the shader model.
FlyingIsFun1217
This requires atleast Shader Model 2.0 in OpenGL. It may work on Intel cards if converted to DX...
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cool work BlindSide!
one question, i was playing around with some values in the shaders and it seems ( though it's not very obvious with the default values ) that when the glasspane intersects with the lower part of the camera viewport and with the left part of it, a weird effect is being produced like having 1 cm line down and left which doesn't look very good
one question, i was playing around with some values in the shaders and it seems ( though it's not very obvious with the default values ) that when the glasspane intersects with the lower part of the camera viewport and with the left part of it, a weird effect is being produced like having 1 cm line down and left which doesn't look very good
u know, i've seen this somewhere not sure if it was on irrlicht forum.
there's the same demo of a stained glass version. i'm hoping it was blindside who wrote that, tho.
anyway, i think it is possible to modulate the basemap texture to the normal map to create that effect.
would appreciate if someone could confirm about the stained glass demo.
there's the same demo of a stained glass version. i'm hoping it was blindside who wrote that, tho.
anyway, i think it is possible to modulate the basemap texture to the normal map to create that effect.
would appreciate if someone could confirm about the stained glass demo.
nope, it was sio who made the stained glass demo.
http://irrlicht.sourceforge.net/phpBB2/ ... ined+glass
http://irrlicht.sourceforge.net/phpBB2/ ... ined+glass
Hi, sorry for "Hijacking" this thread, i was playing around with BlindSide's code, so here is some modded code ( not in the shaders, just in the .cpp, in the shaders i just changed a constant value and made it a variable )
actually made it a EMT_TRANSPARENT_REFLECTION_2_LAYER and removed the 0 layer texture ( RTTTex ). added also an RTTTex->drop()
http://irrlichtirc.g0dsoft.com/Ogami_It ... s2-0.1.rar
this results in some kind of fake reflection ( doesn't come out of the shader ). feel free to use it
here is an image :
http://img352.imageshack.us/img352/9156/glass3jl5.jpg
there is one issue with this shader ( and also elvman's one about realistic water ) : if you play with Harshness values ( look at the shader ) and have a relatively small value ( close to 0 ) you will notice this problem :
http://img150.imageshack.us/img150/4353/glass2us6.jpg
( it is also present with HarshNess = 2.0 ) but not very visible
there is one more issue, if you move the camera up, the change of the glass reflection from terrain to sky, doesn't take place smoothly
actually made it a EMT_TRANSPARENT_REFLECTION_2_LAYER and removed the 0 layer texture ( RTTTex ). added also an RTTTex->drop()
http://irrlichtirc.g0dsoft.com/Ogami_It ... s2-0.1.rar
this results in some kind of fake reflection ( doesn't come out of the shader ). feel free to use it
here is an image :
http://img352.imageshack.us/img352/9156/glass3jl5.jpg
there is one issue with this shader ( and also elvman's one about realistic water ) : if you play with Harshness values ( look at the shader ) and have a relatively small value ( close to 0 ) you will notice this problem :
http://img150.imageshack.us/img150/4353/glass2us6.jpg
( it is also present with HarshNess = 2.0 ) but not very visible
there is one more issue, if you move the camera up, the change of the glass reflection from terrain to sky, doesn't take place smoothly
Last edited by Mirror on Mon Jul 07, 2008 1:17 pm, edited 1 time in total.
That error looks like you're reading over the edge of the texture or you're clamping the texture coords to within the 0-1 range. Not much you can do about that really i suppose as effectively you're wanting to read off the edge of the RTT due to large refraction so i guess the only way to fix it would be to create a larger RTT.