That is the point. If Irrlicht passed the 2 UV coordinate sets that a model may have in other prebuilt materials to the shaders, i could mix the shadow maps in. But currently, it seems it doesn't. Or i have missed some part in the engine...Cloudef wrote:Hey that looks good
But yeah the max render looks better (well usually..), maybe you get similar render on irrlicht too
None the less. i'm still working on another things, like, perhaps, linear falloff on the lights, which make the lights dim with the distance. That way, everything looks a lot more solid than just having no falloff at all.
Those bloom effects are sweet, dlangdev! I'm still trying to do a nice one on my own, but either i'm not blurring enough, or the luminance function is not working at all