Mel wrote:Indeed, seems that VBO's make a diference
My vertices go into a static VBO at load time and not touched again. A dynamic index buffer is used to build indices based on visible leaves - the bsp vis data is used as well as Irrlicht bbox tests on bsp tree bbox nodes.
I don't actually need 32bit indices as I could partition vertices based on material (as long as no material needs > 64K verts). This is still WIP.
And I haven't got round to adding objects yet - these can also be PVS tested against the bsp visdata based on which leaves the object is "in".
Mel that would look 10x better with AA (Like a CGI movie). If you wanna be cheap just render it at 2048x2048, save it as a screenshot to a file and resize it.
Would be cool to see your tone mapping in action.
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I know, but the rendertargets don't support antialiasing! That's rendered in a FP64bit RenderTarget. Even enabling the antialiasing via driver i couldn't make it have AA .
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