XEffects - Reloaded - New Release (V 1.4)

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Antaka
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Joined: Tue Jul 28, 2009 4:37 pm

Post by Antaka »

Hi, those screens look good :D
I really dont understand much about shaders, can you explainme how can I add new or my own shaders to XEffects from a file? I just managed to load the ones you released with XEffects....
Any idea when will you release v1.3?
devsh
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Post by devsh »

Nice water... I try to do it my way (I love reinventing your stuff and claiming its more efficient, whilist making a total fool of myself) once I get finished with ym wrapper
bruZard
Posts: 14
Joined: Thu Mar 19, 2009 9:21 am

Post by bruZard »

at first: excuse my bad english ;)

XEffects doesnt work for me. I try to link it into a DLL but i get the following errors:
1>EffectHandler.obj : error LNK2001: Nicht aufgelöstes externes Symbol "__imp__rand".
1>EffectHandler.obj : error LNK2001: Nicht aufgelöstes externes Symbol "__imp__srand".
if i compile the examples all will work fine.

any idea anyone?
BlindSide
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Post by BlindSide »

That's really strange. Your errors are in another language but it seems that it can't find rand() and srand() which should be standard. I've never attempted putting XEffects into a seperate DLL, it's not really large enough to warrant that.

You'd have to fix your compiler settings for this. I'm afraid there's not much I can tell you from an XEffects point of view on this subject, it's a compiler/linker settings problem. I recommend just including it in your project files.
ShadowMapping for Irrlicht!: Get it here
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
Dorth
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Post by Dorth »

http://www.cplusplus.com/reference/clib ... dlib/rand/

It gives you the header to include. Figure it out from there.
mengzhu
Posts: 28
Joined: Fri Jul 17, 2009 7:00 am

Sorry,does XEffects fit a larger scene than a room?

Post by mengzhu »

Can It make every character generate good shadow in a large map?
I've contacted XEffects few days,, still have wondering on this,,sorry :oops:
bruZard
Posts: 14
Joined: Thu Mar 19, 2009 9:21 am

Post by bruZard »

i've solved the problem:

at first i compile effecthandler.cpp as "multithreaded" ... then i can link the project as "multithreaded dll".
bruZard
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Joined: Thu Mar 19, 2009 9:21 am

Post by bruZard »

ok, i try it again in english ...

my scene is complete black with shadowmaps ... i've tried different settings in addShadowLight, but nothing will help. Can anyone explain me the parameters near, far and fov?!? Why must a lightsource "look at" a position and where should this position be?
BlindSide
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Post by BlindSide »

Only spotlights and directional lights are supported currently. That's why it must "look" at a position. For the specific terms think of them from a camera's point of view. Google for "3d camera fov", etc to learn more.
ShadowMapping for Irrlicht!: Get it here
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bruZard
Posts: 14
Joined: Thu Mar 19, 2009 9:21 am

Post by bruZard »

it works :D


Image
woutervh
Posts: 1
Joined: Wed Oct 14, 2009 9:04 pm

Post by woutervh »

Getting shader errors on an NVIDIA Quadro FX 570M 512MB.

Code: Select all

HLSL vertex shader compilation failed:
error X3506: unrecognized compiler target 'vs_3_0'
This video card is using shader model 4.0.
Using a forced vs_2_0 shader model, the program runs correctly.

I'm using the Irrlicht 1.6 engine, with pre-build binaries from the website.
Running it with dx 9.0c.
The example bins run fine when I open those, but when I recompile the examples and run, the std output gives the same errors as mentioned above.

Any suggestions to fix this in a proper way instead of forcing vs_2_0?

Edit:
Here's a link with screenshots of the prebuild run and the rebuild run.
http://woutervh.com/xeffects_screens.zip
FuzzYspo0N
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Post by FuzzYspo0N »

this thread has over 9000 of the same question, you should read back a few pages and you should find an answer pretty quickly
bruZard
Posts: 14
Joined: Thu Mar 19, 2009 9:21 am

Post by bruZard »

next DirectX 9 problem:
Irrlicht Engine version 1.6
Microsoft Windows Vista Professional Service Pack 1 (Build 6001)
Using renderer: Direct3D 9.0
NVIDIA GeForce 8800 GTX nvd3dum.dll 7.15.11.7813
Could not load shader function D3DXAssembleShader from dll, shaders disabled: d3dx9_42.dll
Could not create vertex shader.
Could not create vertex shader.
Could not load shader function D3DXCompileShader from dll, shaders disabled: d3dx9_42.dll
Loaded texture: wcrate.jpg
Loaded mesh: wcrate/wcrate.b3d
Loaded texture: grunge1.jpg
Loaded mesh: plane/plane.b3d
irrKlang 3D Sound Engine version 1.1.2
Using DirectSound driver
latest dx redistributable and dx sdk august 2009 are installed. any ideas?
on my xp it runs fine in dx9 (gf 8800 gts).
bruZard
Posts: 14
Joined: Thu Mar 19, 2009 9:21 am

Post by bruZard »

one more error ... a tester has send me this screenshot:
Image

i can't reproduce this on my machine :(
FuzzYspo0N
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Post by FuzzYspo0N »

The last screenshot is attempting to run on OGL , with directX shaders? Either that or its an ATI card. Nvidia cards sometimes allow HLSL in GLSL shaders... Change the float2 to vec2 inside the shader.
Could not load shader function D3DXCompileShader from dll, shaders disabled: d3dx9_42.dll
This seems pretty self explanatory. The DX SDK changed recently, i would assume that there is something to do with this. In irrlicht its using a function that has changed in the newer SDK's. Using an older SDK, should work fine.

OR, post a patch/bug in the tracker about updating the shader compiler code to match new DXSDK's.
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