Common issue. Custom animators & scene nodes

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hendu
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Joined: Sat Dec 18, 2010 12:53 pm

Re: Common issue. Custom animators & scene nodes

Post by hendu »

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...
CuteAlien
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Re: Common issue. Custom animators & scene nodes

Post by CuteAlien »

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.
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hokan
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Joined: Sat Dec 15, 2012 8:49 am
Location: Russia

Re: Common issue. Custom animators & scene nodes

Post by hokan »

hendu wrote: Your real-time question needs more info on what you're going to do. And also what is a brush...
Brush is something like small (16x16, 32x32) texture which also clip texture I'd like to place over terrain
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
hendu
Posts: 2600
Joined: Sat Dec 18, 2010 12:53 pm

Re: Common issue. Custom animators & scene nodes

Post by hendu »

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.
hokan
Posts: 21
Joined: Sat Dec 15, 2012 8:49 am
Location: Russia

Re: Common issue. Custom animators & scene nodes

Post by hokan »

And what can you say about some IDE for GLSL/HLSL similar to RenderMonkey, but on linux? Nothing better than ShaderMaker, right?
hendu
Posts: 2600
Joined: Sat Dec 18, 2010 12:53 pm

Re: Common issue. Custom animators & scene nodes

Post by hendu »

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.)
hokan
Posts: 21
Joined: Sat Dec 15, 2012 8:49 am
Location: Russia

Re: Common issue. Custom animators & scene nodes

Post by hokan »

Wait, does ShaderMaker not shaders IDE?
Can write code, can compile, dubug, have preview and some setting stiff.
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