XEffects - Reloaded - New Release (V 1.4)
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Sounds like the half-pixel offset to me. At least that's what I think it is. I'll wait for BlindSide to confirm or reject that notion.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.
TheQuestion = 2B || !2B
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
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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).
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).
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
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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:
Here's a screenshot of the shadow of the tree:
I guess Xeffects does not support any alpha values in shadows ?
And If yes how is it possible to add this ?
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:
Here's a screenshot of the shadow of the tree:
I guess Xeffects does not support any alpha values in shadows ?
And If yes how is it possible to add this ?
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.
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
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net