XEffects - Reloaded - New Release (V 1.4)

Announce new projects or updates of Irrlicht Engine related tools, games, and applications.
Also check the Wiki
m_krzywy
Posts: 133
Joined: Sat Nov 04, 2006 2:05 pm

Post by m_krzywy »

Try no far value definition so it will be 2000.0f and SSAO_REACH 45-50

Have the same problem too. Some ugly black outline appears :(
Steel Style
Posts: 168
Joined: Sun Feb 04, 2007 3:30 pm
Location: France

Post by Steel Style »

Really strange things when I launch your example (anyone) I have an 1 pixel line drawn at the left wich seems to be normally drawn at the right.
Halifax
Posts: 1424
Joined: Sun Apr 29, 2007 10:40 pm
Location: $9D95

Post by Halifax »

Steel Style wrote:Really strange things when I launch your example (anyone) I have an 1 pixel line drawn at the left wich seems to be normally drawn at the right.
Sounds like the half-pixel offset to me. At least that's what I think it is. :lol: I'll wait for BlindSide to confirm or reject that notion.
TheQuestion = 2B || !2B
9YkKsvXM
Posts: 64
Joined: Tue Mar 11, 2008 11:45 pm

Post by 9YkKsvXM »

-
Last edited by 9YkKsvXM on Mon Jun 08, 2020 1:37 am, edited 1 time in total.
wing64
Competition winner
Posts: 242
Joined: Wed Jul 23, 2008 2:35 am
Location: Thailand
Contact:

Post by wing64 »

I try mix XEffect depth map with leadwork SSAO this is result:

Sample 1
SSAO enable:
Image

SSAO disable:
Image

Sample 2
SSAO enable:
Image

SSAO disable:
Image

I don't know this is edge detection or real SSAO but it good for me and it can use far far away distance :-)
BlindSide
Admin
Posts: 2821
Joined: Thu Dec 08, 2005 9:09 am
Location: NZ!

Post by BlindSide »

Wow those are some impressive screenshots. Nate_D do you mind posting exact code, also what video card are you using? Also I forgot to ask a very important question, what driver is this?
ShadowMapping for Irrlicht!: Get it here
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
fmx

Post by fmx »

wing64, those screens do look impressive. The FPS is kindof unpractical dont you think?

btw, great update, thanks for the feature BlindSide (Halifax's original contribution too) :)
m_krzywy
Posts: 133
Joined: Sat Nov 04, 2006 2:05 pm

Post by m_krzywy »

fmx wrote:wing64, those screens do look impressive. The FPS is kindof unpractical dont you think?

btw, great update, thanks for the feature BlindSide (Halifax's original contribution too) :)
Ther's no difference in SSAO and no SSAO FPS co it's very practical :D
fmx

Post by fmx »

lol, I didn't notice that. Fair enough :D
9YkKsvXM
Posts: 64
Joined: Tue Mar 11, 2008 11:45 pm

Post by 9YkKsvXM »

-
Last edited by 9YkKsvXM on Mon Jun 08, 2020 1:37 am, edited 1 time in total.
night_hawk
Posts: 153
Joined: Mon Mar 03, 2008 8:42 am
Location: Suceava - Romania
Contact:

Post by night_hawk »

For whom it may concern. While using XEffects, don't enable AntiAliasing. It's $#@% the scene. Took me 3 hours to figure it out...

Here's a screeny of how it looks with AA on (orange backgrounded window):
http://nh.bursamk.com/pics/xeffects_problem.jpg

The other window is reference (as in no XEffects at all).
BlindSide
Admin
Posts: 2821
Joined: Thu Dec 08, 2005 9:09 am
Location: NZ!

Post by BlindSide »

You can do anti-aliasing yourself manually by passing a bigger ScreenRes than the driver resolution and then downsampling in the last shader.
ShadowMapping for Irrlicht!: Get it here
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
porcus
Posts: 149
Joined: Sun May 27, 2007 6:24 pm
Location: Germany

Post by porcus »

Hi,
I tried to use a tree with xeffects but the shadows are wrong.
The alpha values of the leafes are ignored by xeffects although
I set emt_alpha_channel_ref as materialtype.

Here's a screenshot of the tree without Xeffects:
Image

Here's a screenshot of the shadow of the tree:

Image

I guess Xeffects does not support any alpha values in shadows ?
And If yes how is it possible to add this ?
BlindSide
Admin
Posts: 2821
Joined: Thu Dec 08, 2005 9:09 am
Location: NZ!

Post by BlindSide »

I was planning to add support for ALPHA_CHANNEL_REF some time. It will require a bit of a change to the shaders, so you can't just change the Depth material's base to REF. ALPHA_CHANNEL and ADD_COLOR are of course not supported because that would require true transparency.

If it is important you can bug me personally about it and I'll send you some kind of temporary fix.
ShadowMapping for Irrlicht!: Get it here
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
porcus
Posts: 149
Joined: Sun May 27, 2007 6:24 pm
Location: Germany

Post by porcus »

Could you tell me where changes are necessary that I can
do it on my own ?
Post Reply