XEffects - Reloaded - New Release (V 1.4)
The camera problem is because the camera speed was changed in 1.5. Try dividing the speed by 1000.0f.
Not sure about the models, maybe you can try reduce their frameSpeed?
Not sure about the models, maybe you can try reduce their frameSpeed?
ShadowMapping for Irrlicht!: Get it here
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
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- Posts: 1691
- Joined: Sun May 18, 2008 9:42 pm
hmmmm
I used this code here...
and ended up with "unresolved external symbol errors in MSVC8.
What's wrong with my code?[/code]
Code: Select all
//shadows
dimension2d<s32> ScreenRTT =
!driver->getVendorInfo().equals_ignore_case("NVIDIA Corporation") ? dimension2d<s32>(512,512) :
driver->getScreenSize();
effectHandler* effect = new effectHandler(device, dimension2d<s32>(1024,1024), "media/shaders", ScreenRTT );
What's wrong with my code?[/code]
That would be illogical captain...
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
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- Posts: 1691
- Joined: Sun May 18, 2008 9:42 pm
oh
I thought Xeffects didn't need to be linked to. Maybe I need to add ALL the source files to my project. Sorry for that question, I just started using the MSVC8 compiler with my project.
That would be illogical captain...
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
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- Posts: 1691
- Joined: Sun May 18, 2008 9:42 pm
okay
Okay I fixed that. What does this mean in the console window though?
Code: Select all
HLSL vertex shader compilation failed:
error X3506: unrecognized compiler target 'vs_3_0'
That would be illogical captain...
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
Directional lights and shadows
Hi,
I tried to use a directional light by setting directional = 1
(in the SShadowLight constructor).
I tried to use a directional light by setting directional = 1
(in the SShadowLight constructor).
But why can I see no shadows with the directional light ???SShadowLight constructor wrote: SShadowLight( const irr::core::vector3df& position, const irr::core::vector3df& target,
irr::video::SColorf lightColour = irr::video::SColor(0xffffffff),
irr::f32 nearValue = 10.0, irr::f32 farValue = 100.0,
irr::f32 fov = 90.0 * irr::core::DEGTORAD64, bool directional = false)
Directional light is kinda tricky. You may have to divide your near and far values by 1000 when using a directional light to see anything.
ShadowMapping for Irrlicht!: Get it here
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
Ah, you make me feel silly asking this question, because I haven't thought about it. Theres alot I'd like to do but I don't really have time these days. I also don't feel the current wrapper is being used to it's full extent or being stretched to it's limit just yet, so I don't feel a big need to update.
However, here are some points I'm thinking about (Ok I lied, maybe I was thinking about it just a bit ):
- I was thinking about VSM, but that would need FP rendertarget support in Irrlicht first (As I mentioned earlier theres a bug with NVidias that doesn't let you do VSM using an integer buffer even if bumped up to 16-bit.). Of course it works when you add in FP rendertargets, but I want to support native Irrlicht stuff only, I don't want users to go through a whole lot of hassle applying patches and recompiling Irrlicht and stuff.
- I was also thinking of adding water to this, but I'm not sure if I wanna make that part of XEffects and when I will do this. (My ocean shader is free to use btw, you can just download my demo from the entries page and that should contain the source + shaders, although I should clean it up and release it seperately.).
- Theres some essential stuff like resetting the effects, supporting device lost events (For resizing/minimising stuff), making scene nodes not affected by shadows or lighting at all (This is in there somewhat through ESM_CAST, but some people may want it to not cast shadows at all.).
- Improve the bloom shader. The bloom shader sucks in this, I need to add a darkness filter similar to what Slin does. It creates a much better effect.
- Update the IrrEdit shadow mapping plug-in to the latest irrEdit release and add save/load features to both the plugin and XEffects. I think this is an anticipated feature.
- Send a ray position and direction to post-processing effects. This will allow you to easily do ray tracing/casting in the pixel shader leading to many effects. Heres a simple ray traced image done entirely in the fullscreen quad:
Yeah I went a little crazy on the colours.
That's about it, but I really don't know if I will get around to doing any of this, I'm very busy lately. If someone has improvements feel free to submit them and I'll add them to the wrapper, it is Irrlicht style license after all.
Cheers
However, here are some points I'm thinking about (Ok I lied, maybe I was thinking about it just a bit ):
- I was thinking about VSM, but that would need FP rendertarget support in Irrlicht first (As I mentioned earlier theres a bug with NVidias that doesn't let you do VSM using an integer buffer even if bumped up to 16-bit.). Of course it works when you add in FP rendertargets, but I want to support native Irrlicht stuff only, I don't want users to go through a whole lot of hassle applying patches and recompiling Irrlicht and stuff.
- I was also thinking of adding water to this, but I'm not sure if I wanna make that part of XEffects and when I will do this. (My ocean shader is free to use btw, you can just download my demo from the entries page and that should contain the source + shaders, although I should clean it up and release it seperately.).
- Theres some essential stuff like resetting the effects, supporting device lost events (For resizing/minimising stuff), making scene nodes not affected by shadows or lighting at all (This is in there somewhat through ESM_CAST, but some people may want it to not cast shadows at all.).
- Improve the bloom shader. The bloom shader sucks in this, I need to add a darkness filter similar to what Slin does. It creates a much better effect.
- Update the IrrEdit shadow mapping plug-in to the latest irrEdit release and add save/load features to both the plugin and XEffects. I think this is an anticipated feature.
- Send a ray position and direction to post-processing effects. This will allow you to easily do ray tracing/casting in the pixel shader leading to many effects. Heres a simple ray traced image done entirely in the fullscreen quad:
Yeah I went a little crazy on the colours.
That's about it, but I really don't know if I will get around to doing any of this, I'm very busy lately. If someone has improvements feel free to submit them and I'll add them to the wrapper, it is Irrlicht style license after all.
Cheers
ShadowMapping for Irrlicht!: Get it here
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
Hello
I have a little question about far value with XEffect. I load a big world about 10000x10000 unit and set far value is 2000. Question are
1. When XEffect render shadow on screen the shadow is square canvas ??? not cast the object shape. Why ? (but if i scale object to bigger (about 10 unit) shadow is cast ok)
2. BlindSide suggest far value in XEffect between 100~300 but i need set far value over there (amount ~2000) Can i do in XEffect or i rewrite own shadow shader ?
best regards,
I have a little question about far value with XEffect. I load a big world about 10000x10000 unit and set far value is 2000. Question are
1. When XEffect render shadow on screen the shadow is square canvas ??? not cast the object shape. Why ? (but if i scale object to bigger (about 10 unit) shadow is cast ok)
2. BlindSide suggest far value in XEffect between 100~300 but i need set far value over there (amount ~2000) Can i do in XEffect or i rewrite own shadow shader ?
best regards,
You can do that with XEffects, I suggested 100-300 for that specific scene. It's really all relative on how big your scene is.
You have to understand that you shouldnt cover the entire scene at once, try to make the shadow light "follow" the camera/player around and not cast shadows on far away objects. If you want shadows on far away objects you can maybe have 2 shadow lights, a small one for high detail around the player, and a bigger one for far away objects that are not as noticable. But that may require a tweak to stop them from overlapping.
Cheers
You have to understand that you shouldnt cover the entire scene at once, try to make the shadow light "follow" the camera/player around and not cast shadows on far away objects. If you want shadows on far away objects you can maybe have 2 shadow lights, a small one for high detail around the player, and a bigger one for far away objects that are not as noticable. But that may require a tweak to stop them from overlapping.
Cheers
ShadowMapping for Irrlicht!: Get it here
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net