The 1.8 final release has broken the nice Project Tikal demo!
The rippling ocean surface no longer appears. It looks like an issue with the shader support.
Am investigating.
Ocean Fragment Shader v1.0, september 2009
Reflection funcion is based in the SIO2 demo from sio2.g0dsoft.com
Irrlich 1.8 final release breaks Ocean demo - Project Tikal
Re: Irrlich 1.8 final release breaks Ocean demo - Project Ti
Please use an int interface instead of float for textures in IShaderConstantCallBack.
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Re: Irrlich 1.8 final release breaks Ocean demo - Project Ti
Do you mean for setting texture indexes in GLSL shaders?
Re: Irrlich 1.8 final release breaks Ocean demo - Project Ti
Yes
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Re: Irrlich 1.8 final release breaks Ocean demo - Project Ti
You mean this is no longer supported??
:-
services->setPixelShaderConstant("Texture", &fVal, 1);
All the examples I´ve seen pass floats:-
// Irrlicht knows this is actually a GLint and makes the conversion
int bumptex = 1;
services->setPixelShaderConstant("BumpTex", (float*)&bumptex, 1);
Is there a note saying not to do it this way???
:-
services->setPixelShaderConstant("Texture", &fVal, 1);
All the examples I´ve seen pass floats:-
// Irrlicht knows this is actually a GLint and makes the conversion
int bumptex = 1;
services->setPixelShaderConstant("BumpTex", (float*)&bumptex, 1);
Is there a note saying not to do it this way???
Re: Irrlich 1.8 final release breaks Ocean demo - Project Ti
This line is bugged (571 in COpenGLSLMaterialRenderer.cpp):
const GLint id = static_cast<GLint>(*floats);
I think that missing const is a problem here. Following construction should solve all problems:
const GLint id = static_cast<const GLint>(*floats);
This work on some platforms, but for other no. Int for textures is a more safe option (works on all platforms).
I hope that more users will test a next version in beta phase, because in v1.8 we have more bug reports for released version in two days than in all beta testing time
const GLint id = static_cast<GLint>(*floats);
I think that missing const is a problem here. Following construction should solve all problems:
const GLint id = static_cast<const GLint>(*floats);
This work on some platforms, but for other no. Int for textures is a more safe option (works on all platforms).
I hope that more users will test a next version in beta phase, because in v1.8 we have more bug reports for released version in two days than in all beta testing time
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
Re: Irrlich 1.8 final release breaks Ocean demo - Project Ti
@Nadro: Yeah, happens every time with .0 versions, no matter how early we freeze features and how long the test-phase is. Most people just prefer to work with stable versions. But well, lets collect the new problems and then we do a quick 1.8.1 release.
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Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Re: Irrlich 1.8 final release breaks Ocean demo - Project Ti
Yea, quick 1.8.1 release will be nice.
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes