Post Your Irrlicht Screenshots / Render Here.
Just a little app I made to illustrate a presentation about physic engines at my school. Basicly it's just a scene with spheres falling. I'm using my lighting manager with deferred lighting here (2 point light + 1 spot light (camera), 1 point light shadow) I still have to work on those shadows, there are transparent when occluder-occluded distance is small. Water is a simple transparent material (rendered with forward method). Antialiasing with edge detection (depth + normals)
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that actually looks nice and clean.
may we get any numbers, performance wise?
EDIT: you can't imagine how much life movement can bring to an environment.
I'd rather see simple blades of grass (like yours), hundreds of them them done efficiently and moving in a realistic manner with the wind, done with shaders, rather than many many billboards with 512 x 512 textures or whatever.
may we get any numbers, performance wise?
EDIT: you can't imagine how much life movement can bring to an environment.
I'd rather see simple blades of grass (like yours), hundreds of them them done efficiently and moving in a realistic manner with the wind, done with shaders, rather than many many billboards with 512 x 512 textures or whatever.
Last edited by ChaiRuiPeng on Fri May 06, 2011 3:41 pm, edited 1 time in total.
ent1ty wrote: success is a matter of concentration and desire
at a cost measure in computer resourcesButler Lampson wrote: all problems in Computer Science can be solved by another level of indirection
It looks like every stalk of grass is a separate mesh - overkill, unless you're writing a bug simulator or something
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!
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i'm assuming he's using geometry shader flowline to optimize highlyent1ty wrote:It looks like every stalk of grass is a separate mesh - overkill, unless you're writing a bug simulator or something
ent1ty wrote: success is a matter of concentration and desire
at a cost measure in computer resourcesButler Lampson wrote: all problems in Computer Science can be solved by another level of indirection
Still, even AAA games use textured planes for this. The performance cost is just not worth it, as you can get a very similar effect with the textures planes.
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!
Thanks I'm just starting out, playing with shadersthat actually looks nice and clean.
My drivers appear to force some kind of vsync even though I have it off, my fps is 120 both with and without the shader. This is a Radeon HD4350, and the grass mesh has ~7200 tris according to the irr mesh viewer.may we get any numbers, performance wise?
This patch is a single mesh. Untextured, the color is set in the shaders.It looks like every stalk of grass is a separate mesh - overkill, unless you're writing a bug simulator or something
Vertex shader onlyi'm assuming he's using geometry shader flowline to optimize highly
It looks pretty damn nice though, so if I were making a game, I'd either use this in well picked spots, or maybe do some kind of LOD. Something where grass nearby is this and farther some impostor.Still, even AAA games use textured planes for this. The performance cost is just not worth it, as you can get a very similar effect with the textures planes.
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I'm just wondering, what kind of toll would anti-aliasing have on the framerate? I know it can make a big difference framewise, but it can also take an already awesome scene like this and make it just unbelievable. I guess Most of what's impressive about this is how it keeps a high framerate, which would go away if you added too many effects and extra stuff.
LazerBlade
When your mind is racing, make sure it's not racing in a circle.
3d game engine: http://sites.google.com/site/lazerbladegames/home/ray3d
lazerBlade blog: http://lazerbladegames.blogspot.com/
When your mind is racing, make sure it's not racing in a circle.
3d game engine: http://sites.google.com/site/lazerbladegames/home/ray3d
lazerBlade blog: http://lazerbladegames.blogspot.com/
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Depends on which AA technique you're applying, something like MSAA would probably kill your framerate for examplelazerblade wrote:I'm just wondering, what kind of toll would anti-aliasing have on the framerate? I know it can make a big difference framewise, but it can also take an already awesome scene like this and make it just unbelievable. I guess Most of what's impressive about this is how it keeps a high framerate, which would go away if you added too many effects and extra stuff.
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