Deferred Rendering
Am I right that this doesn't support EMT_TRANSPARENT_ALPHA_CHANNEL(_REF)? I tried to use it and graphics got screwed up.
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
ALPHA_CHANNEL is added i think. REF is not bc i didn't need it.ent1ty wrote:Am I right that this doesn't support EMT_TRANSPARENT_ALPHA_CHANNEL(_REF)? I tried to use it and graphics got screwed up.
anyway will release source code soon.
what ya mean with XEffect shader code? my system works completly different. objects are drawn from the lights not by them self. but my vsm code is inspired by XEffect shader code.stefbuet wrote:Is it the XEffect shader code used to render shadow maps ?
How do you plan to do point light shadows without 6 more pass ?
Anyway i will render the shadowmap for the pointlights in a single texture. this will probably result in bad quality when the texture is to small.(6 images must fit into a single texture). that way only the depthmap will require 6 instead of one pass and the shadowing itself is done in a single one.
We're programmers. Programmers are, in their hearts, architects, and the first thing they want to do when they get to a site is to bulldoze the place flat and build something grand. We're not excited by renovation:tinkering,improving,planting flower beds.
Hi, I have a problem :S
when i change the mesh in my IAnimatedMeshSceneNode's using setMesh(), they completely disappear :O normal scene nodes that are just sitting in the scene (not modified at all) are not affected.
This doesn't happen when I'm not using the deferred renderer, so I'm wondering if you could shed some light on this?
Thanks
when i change the mesh in my IAnimatedMeshSceneNode's using setMesh(), they completely disappear :O normal scene nodes that are just sitting in the scene (not modified at all) are not affected.
This doesn't happen when I'm not using the deferred renderer, so I'm wondering if you could shed some light on this?
Thanks
Last edited by [DEF] on Tue Aug 03, 2010 12:55 am, edited 1 time in total.
Enabled the option to set the shader directory as requested by entity.
Just wanted to say this project isn't dead yet, same for EditIrr. when i get my new project of the ground both of these will get updates bc i will be using them myself then again.
Just wanted to say this project isn't dead yet, same for EditIrr. when i get my new project of the ground both of these will get updates bc i will be using them myself then again.
We're programmers. Programmers are, in their hearts, architects, and the first thing they want to do when they get to a site is to bulldoze the place flat and build something grand. We're not excited by renovation:tinkering,improving,planting flower beds.
when u give me the formula to transform the texture normals to worldspace its as good as done
We're programmers. Programmers are, in their hearts, architects, and the first thing they want to do when they get to a site is to bulldoze the place flat and build something grand. We're not excited by renovation:tinkering,improving,planting flower beds.
You're more than welcome to use my HLSL shaders off my site and incorporate them, I too would love to see this running from HLSL.Sudi wrote:well thats a question of porting the shaders. i don't know hlsl.
Just click on HLSL shaders on the DirectX 9.0 tab, I have a ton of samples there.
http://applicachia.com/
http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=42374Sudi wrote:when u give me the formula to transform the texture normals to worldspace its as good as done
here you have the code for pass the tangent normals to normals in view or word space, only change the matrix view * world for world only.
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Re: Deferred Rendering
Hi Sudi! Thanks for developping this addon! I still have to check how this is workingand need to read more about deferred shading. Seem to all be done in shaders. I hope more work will be done with this. I think it's the only project on the forum that could allow us to do this!
Re:
If it's of any help, you can check out how I'm doing it: https://bitbucket.org/entity/irrrendererSudi wrote:when u give me the formula to transform the texture normals to worldspace its as good as done
@all: i know i should probably make a new topic about it and stop hijacking this thread... but then everyone will start complaining
Also, spot lights seem to be a bit bugged
edit: i'm at least gonna push the latest changes that add linux 32 bit build targets
sadly, it won't run properly on my linux machine, but others have reported that it works just fine for them
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!