Shaders are much more efficient than changing pixels on the cpu and then sending updates over the bus.
Your real-time question needs more info on what you're going to do. And also what is a brush...
Common issue. Custom animators & scene nodes
Re: Common issue. Custom animators & scene nodes
About the toolbar - it's very irritating: Toolbar height is defined by size for EGDS_MENU_HEIGHT from the skin. Also otherwise EGDS_MENU_HEIGHT is only used when a menu has no font (I didn't even know that's possible).
I guess there was probably reason for this when it was coded, but I'm no sure what it was (old code before my time). So I guess it should be changed ... have to read through the code first some more to figure out what's the best solution there. I don't think this should even be a skin-parameter on first intuition.
I guess there was probably reason for this when it was coded, but I'm no sure what it was (old code before my time). So I guess it should be changed ... have to read through the code first some more to figure out what's the best solution there. I don't think this should even be a skin-parameter on first intuition.
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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: Common issue. Custom animators & scene nodes
Brush is something like small (16x16, 32x32) texture which also clip texture I'd like to place over terrainhendu wrote: Your real-time question needs more info on what you're going to do. And also what is a brush...
for example: http://irrlicht.sourceforge.net/forum/v ... hp?t=44757
And for real-time:
I's like to calculate texture pixel which point my mouse (similar to code in thread above), than, as we discussed shaders, use pixel shader blending base texutre_1 with texture_2 based on, for example, red channel of mask (http://www.gamedev.net/page/resources/_ ... ct3d-r2238). Q. is can blending with shaders be done real-time and what mask should I use for that? Personally, think it must be totally opaque
Re: Common issue. Custom animators & scene nodes
So you want to make a terrain painter? Where you click on some part to fade it from one texture to another?
Yes, use shaders for that. On every click, you merge the brush with the current mask texture, by rendering to it with another suitable shader.
Yes, use shaders for that. On every click, you merge the brush with the current mask texture, by rendering to it with another suitable shader.
Re: Common issue. Custom animators & scene nodes
And what can you say about some IDE for GLSL/HLSL similar to RenderMonkey, but on linux? Nothing better than ShaderMaker, right?
Re: Common issue. Custom animators & scene nodes
IDE? No such thing.
If you need an IDE to code shaders, you won't get far...
(elaborating: no ide can match your app's setup, so you'd have to do different porting every time you write something. It's just not smart to do that.)
If you need an IDE to code shaders, you won't get far...
(elaborating: no ide can match your app's setup, so you'd have to do different porting every time you write something. It's just not smart to do that.)
Re: Common issue. Custom animators & scene nodes
Wait, does ShaderMaker not shaders IDE?
Can write code, can compile, dubug, have preview and some setting stiff.
Can write code, can compile, dubug, have preview and some setting stiff.