Post your questions, suggestions and experiences regarding to Image manipulation, 3d modeling and level editing for the Irrlicht engine here.
hendu
Posts: 2600 Joined: Sat Dec 18, 2010 12:53 pm
Post
by hendu » Tue Dec 20, 2011 3:23 pm
Katsankat wrote: Hendu how do you do this?
This is the render function:
Code: Select all
static void renderbill() {
glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
drv->setTransform(ETS_WORLD, IdentityMatrix);
drv->setMaterial(mat);
drv->drawVertexPrimitiveList(verts, count, ind, count,
EVT_STANDARD, EPT_POINT_SPRITES);
}
verts is a standard S3DVertex array and ind is an array of u16. This is not the best way, but irr doesn't support point sprites in a vbo yet, so vertex array it is.
Mel
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by Mel » Tue Dec 27, 2011 3:37 pm
Tone mapping
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
Cube_
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by Cube_ » Thu Dec 29, 2011 7:06 pm
o.0
that is a really nice screenshot mel!
"this is not the bottleneck you are looking for"
Mel
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Location: Granada, Spain
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by Mel » Fri Dec 30, 2011 11:56 pm
Thanks! i like the effect the color grading gives to the renders, they look more uniform, more solid.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
Cube_
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by Cube_ » Sat Dec 31, 2011 2:44 am
Indeed. it is really nice. the only thing that bugs me is part of the 3D model.
around the middle of the character. purple-metallic crotch area, is that spike intended? (Clothes look like a spike, kinda bugs me. but whatever.)
"this is not the bottleneck you are looking for"
Mel
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Posts: 2292 Joined: Wed May 07, 2008 11:40 am
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by Mel » Sun Jan 01, 2012 11:03 am
Yes, everything is intended to be like it looks. It is to show that the character isn't really a human, but a mechanic being.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
Cube_
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by Cube_ » Sun Jan 01, 2012 5:30 pm
oh well... it kind of bugs me... it looks. weird (Something with the angle and the thickness bugs me....)
but whatever. I am good at ngoring stuff I don't like. overall it is an exellent render!
"this is not the bottleneck you are looking for"
sudi
Posts: 1686 Joined: Fri Aug 26, 2005 8:38 pm
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by sudi » Wed Jan 04, 2012 1:19 am
nice
now please make a great game with it
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.
Granyte
Posts: 850 Joined: Tue Jan 25, 2011 11:07 pm
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by Granyte » Wed Jan 04, 2012 4:31 pm
as soon as i figure how to make bulletphysics (or any other physic engine then physicx) handle the dynamic mesh ill attack networking and try to pump out a basic space/atmospheric shooter
i finaly got my shaders to work with the sphere
http://granyte.blogspot.com/2012/01/aft ... html#links
http://www.youtube.com/watch?v=3zSthN8e ... RQHg6lVNy1
there are still some bugs on this video but it should give a good idea
after i fix the seams i will need to attack the environement(hardware instancing?) and then the life forms (hardware instancing and skinning combined?)
hendu
Posts: 2600 Joined: Sat Dec 18, 2010 12:53 pm
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by hendu » Thu Jan 05, 2012 8:34 pm
I finally got my light pre-pass renderer to work, took some three days of head-meet-wall
16 dynamic point lights flying around:
Scene with the default lightmaps 120fps, in those shots 60, all 16 lights visible 40.
hendu
Posts: 2600 Joined: Sat Dec 18, 2010 12:53 pm
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by hendu » Fri Jan 06, 2012 12:13 pm
Yay spotlights, tomb raider with a red flashlight?
Cube_
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by Cube_ » Mon Jan 09, 2012 7:46 am
very interesting... very interesting indeed....
16 lights,eh? Didn't even know that was possible...
"this is not the bottleneck you are looking for"
ent1ty
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by ent1ty » Mon Jan 09, 2012 9:36 am
Sucks to be U
Radikalizm
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by Radikalizm » Mon Jan 09, 2012 9:54 am
aaammmsterdddam wrote: very interesting... very interesting indeed....
16 lights,eh? Didn't even know that was possible...
Seriously? Lots of people on these boards (including me, yay!) have managed to do scenes even with hundreds of lights