Post Your Irrlicht Screenshots / Render Here.
In fact, i've already done some tests with b3d, shadow maps, and 2 UV coordinates sets, but b3d messes completely the textures when mixed with Direct X meshes. They turn 16 bit, and affect textures which they should leave alone as they don't belong to the b3D model. Anyway. It would be nice that Irrlicht had also support for two sets of mapping coordinates and tangent space data in the vertices, and that they were passed correctly to the shaders.
Currently, watching to the vertices constructors , it only supports, either normal vertices (1 set of UV, Vertex colour, and only the normal) or Tangent data vertices (1set of UV, vertex colour and tangent/binormal/normal data OR normal data, plus 2 sets of UV coordinates.
Currently, watching to the vertices constructors , it only supports, either normal vertices (1 set of UV, Vertex colour, and only the normal) or Tangent data vertices (1set of UV, vertex colour and tangent/binormal/normal data OR normal data, plus 2 sets of UV coordinates.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
Nice, I'm looking forward to it.BlindSide wrote:Omar has done realtime GI/AO too, maybe he will share some of his screens with us.
By the way, I'm still fooling around with SSAO. This time, I can query the position texture map of the the first pixel and then compare it with the position of the sampled pixel. That's all I have for now, my next step is determining the occlusion factor which will get me the darkness value of the pixel.
And it looks like I don't need a sphere sample, tho. What I really need is a simple radius so I can figure how far it can sample from the current pixel.
I'm hoping omaremad comments on it since he has figured out SSAO already.
Dang, what am I saying... it turns out I still need the sphere sample to know the occlusion factor.
Last edited by dlangdev on Fri Dec 12, 2008 6:39 pm, edited 1 time in total.
Well, I would imagine newer recently released GPUs can render fast. As fast as the one demonstrated in this webpage...
http://www.editmygame.com/aeroplane/ind ... &Itemid=58
http://www.editmygame.com/aeroplane/ind ... &Itemid=58
They seem to be selling a plugin for Torque, $29.95
http://www.ubiqvisuals.com/index.php?op ... d=46%C2%A0
Newer GPU's possibly could render it fast, but what percentage of people playing your game would have a bleeding-edge graphics-card?
Not many, if any
http://www.ubiqvisuals.com/index.php?op ... d=46%C2%A0
Newer GPU's possibly could render it fast, but what percentage of people playing your game would have a bleeding-edge graphics-card?
Not many, if any
To support SSAO it doesn't have to be that bleeding edge. I mean, it runs just fine on an old card like the ATI Raedon 200M Xpress.fmx wrote:They seem to be selling a plugin for Torque, $29.95
http://www.ubiqvisuals.com/index.php?op ... d=46%C2%A0
Newer GPU's possibly could render it fast, but what percentage of people playing your game would have a bleeding-edge graphics-card?
Not many, if any
TheQuestion = 2B || !2B
fair-enough. I've been using an ancient card for so long, I've lost track of when bleeding-edge filtered into mainstreamHalifax wrote:To support SSAO it doesn't have to be that bleeding edge. I mean, it runs just fine on an old card like the ATI Raedon 200M Xpress.fmx wrote:They seem to be selling a plugin for Torque, $29.95
http://www.ubiqvisuals.com/index.php?op ... d=46%C2%A0
Newer GPU's possibly could render it fast, but what percentage of people playing your game would have a bleeding-edge graphics-card?
Not many, if any
@cloudef. hehe, well, if the machine can't do good UVW maps on its own, let's help it a bit, isn't it although for shadow mapping it makes the thing surprisingly well, i must admit.
In fact, it is better to have low resolution in the shadow maps, it turns them into nice soft shadows effects.
This is exported to B3D, using the fixed pipeline, the mapping coodinates max generated, and the shadow maps.
This is merely a "simulation" (read Max8 rendered screen) but using the actual meshes, textures , light maps, and the closest to the realtime, shaders, of what i'd like to achieve.
Something i don't like of B3D meshes is that they set their own rendering settings, so they may look different from the same mesh in DX format. It looks worse, imo.
In fact, it is better to have low resolution in the shadow maps, it turns them into nice soft shadows effects.
This is exported to B3D, using the fixed pipeline, the mapping coodinates max generated, and the shadow maps.
This is merely a "simulation" (read Max8 rendered screen) but using the actual meshes, textures , light maps, and the closest to the realtime, shaders, of what i'd like to achieve.
Something i don't like of B3D meshes is that they set their own rendering settings, so they may look different from the same mesh in DX format. It looks worse, imo.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
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