Loving the support guys, thanks for not coming down on me. My terminology sucks huge donkey balletjies, excusem mai...
and thanks for the DX help guys... i find that when i try running my engine on OpenGL that it only updates the screen once then doesn't do nothing else... so DX is my friend for the first time ever.
ok it seems i'm settling for a close to HDR effect... looking at the ogre shaders and the HDR Pipeline demo with the DXSDK i managed to find out what makes the HDR tick... however, the part when you tone the scene together i'm not too sure how to get it...
i've got the brightpass...
and the a basic downscaled luminance with enough luminance...
but to store the luminance in the user texture i changed the addPostProductionEffectFromFile to
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void addPostProcessingEffectFromFile(const irr::core::stringc& filename, bool tousertexture = false);
and added to the effectWrapper
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irr::core::array<bool> PostProcessToUserTexture;
then i added at the end of each postproduct loop
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/// adjustment ... if you want to temporarily store the current post process to the usertexture
if(i < PostProcessingRoutinesSize - 1 && PostProcessToUserTexture[i] && ScreenQuad.getMaterial().getTexture(3))
{
driver->setRenderTarget(ScreenQuad.getMaterial().getTexture(3), true, true, ClearColour);
ScreenQuad.render(driver);
}
maybe there is a way to make make it more efficient, but now by setting the final luminance pass to store in the user texture (register s3), i can restart the post product effects, to start with the brightpass...
basically this is my order...
luminance...
- pass 1: grayscale and downscale
- pass 2: downscale (repeat till its got an effective luminance sample - then store the last in the usertexture
brightpass...
- pass 3: downsample and then bright clamp
- pass 4: blur in both direction, letting the blur take an additive amount rather than an average for blur
Thats when i get stuck... i can try add the [ (brightpass+luminance center)*EXPOSURE_CONSTANT ] per pixel then blend that to the screen render... then i get a basic HDR feel...
But the point is, thanks to XEffect - Reloaded this is possible... i think irrlicht should have the option to do post production effects as easily as this, built in... seeing that the aim of irrlicht is to look good without to much hassle...
Anyway, if not, you would need to grab Nadro's patch and then include a final HDR-to-LDR tonemapping pass.
Tell me more about this patch if you may and how this effects what i'm doing?[/quote][/code][/url]