XEffects - Reloaded - New Release (V 1.4)
No, you shouldn't need anything else. I see nothing wrong there.
Can you give me more info? Does it work when compiling the example app by itself?
Can you give me more info? Does it work when compiling the example app by itself?
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I will include an Example MSVC 2008 (It shouldn't be too much trouble updating, right? ) project with the next release. Hopefully that will sort out any issues like this. Expect it within a few days.
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Very interesting, I'll have to run some tests with static runtime library.
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ClippPlane will also clip the ScreenQuad
I have been playing with XEffects for a while. It is awesome.. just awesome, however, there are some potential revisions that should be taken in consideration.
1. In the function "removeShadowFromNode", the while loop statement should be changed to
Original is
The original one will cause memory leak when node is not in the shadow array and one is try to remove it.
2. The user defined clipping plane will also clip the screen quad. Is there a way to solve this problem?
Again... The work is brilliant. Thanks for the package, BlindSide.
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1. In the function "removeShadowFromNode", the while loop statement should be changed to
Code: Select all
while(i < ShadowNodeArray.size() && ShadowNodeArray[i].node != node)
Code: Select all
while( ShadowNodeArray[i].node != node && i < ShadowNodeArray.size() )
2. The user defined clipping plane will also clip the screen quad. Is there a way to solve this problem?
Again... The work is brilliant. Thanks for the package, BlindSide.
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Re: ClippPlane will also clip the ScreenQuad
Hmmm, even better, I will change it to a binary search in the coming version.nickle wrote: 1. In the function "removeShadowFromNode", the while loop statement should be changed to
nickle wrote: 2. The user defined clipping plane will also clip the screen quad. Is there a way to solve this problem?
Again... The work is brilliant. Thanks for the package, BlindSide.
[/code]
You can enable the clipplane while drawing the scene, and then disable it before the screenquad is drawn. You will have to edit effectWrapper.cpp yourself and disable the clipplane after smgr-drawAll(). Another alternative is that you can implement the clipplane yourself for every material in the pixel shader using EMT_TRANSPARENT_ALPHA_CHANNEL_REF as a base, but this is cumbersome.
Cheers
ShadowMapping for Irrlicht!: Get it here
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New release, check first post.
ShadowMapping for Irrlicht!: Get it here
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Very nice release, I like the new features that I am seeing. Great job on the SSAO too!
By the way, I'm just curious, and I know nothing about it, but does that whole "assigning different shadow map resolutions to lights" help with PSSM? And are we going to see PSSM any time soon?
By the way, I'm just curious, and I know nothing about it, but does that whole "assigning different shadow map resolutions to lights" help with PSSM? And are we going to see PSSM any time soon?
TheQuestion = 2B || !2B
Not necessarily, the PSSM guys just use the same shadow map sizes for each split in the paper, it's the fact that the further away ones are spread over a larger area that affects the quality.By the way, I'm just curious, and I know nothing about it, but does that whole "assigning different shadow map resolutions to lights" help with PSSM?
No comment. (By that I mean I just made a new release, get off my back!)And are we going to see PSSM any time soon?
ShadowMapping for Irrlicht!: Get it here
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