Those screens are made with an Athlon 64 3200+@2.1Ghz single core, 1GB of Ram, and an NVidia 8500 GT with 512 Mb of Ram and the amount of memory used by the program never reaches more than 150 megs, besides, the compiler was Mingw, and the IDE DevCPP. I'm pretty sure your computer would stand that without any trouble
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
lately I've been playing with IrrEdit's global illumination and I think I've got some pretty nice results. These are some screenshots featuring an army base on an island :
The toon shader is easy, the outlines, on the other hand, have their "meat" Which is remmarkable that he got them that easy. Cool. Besides, the images have a sort of dark comic look very interesting.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
You can use an INEFICIENT AT ALL trick that is to double the geometry, offset it a bit along the normals, invert them, and draw those faces in pure black, or whatever you want for the edges. It doubles the geometry for something really small, but it does the trick really well. but i like yours better.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
That is an interesting idea. But I dont understand how that would help. I would still have to scale somthing at the vertex level.
Maybe what I need is to be able to create my own mipmaps, changing the thickness of the ink at each stage instead of the size of the texture.
I "here tale" that that may be coming soon to an Irrlicht near you!
Thanks for the compliment Mel! So far you screens are some the best I've seen in these forums! I understand the need to actually finish a project from time to time. But whats the use in it if it looks like crap?
Hmm, maybe you're using RTTs and since Irrlicht does not have anti-aliased RTTs... But it also seems that most Irrlicht users don't really want AA so far?!