XEffects - Reloaded - New Release (V 1.4)

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ison
Posts: 42
Joined: Sun Mar 24, 2013 9:09 pm

Re: XEffects - Reloaded - New Release (V 1.3)

Post by ison »

any chance of porting this amazing thing to irrlicht 1.8? :)
robmar
Posts: 1125
Joined: Sun Aug 14, 2011 11:30 pm

Re: XEffects - Reloaded - New Release (V 1.3)

Post by robmar »

Anyone know if there is an updated download? Both these links are now expired.
JunkerKun
Posts: 97
Joined: Mon Jan 28, 2013 12:52 am

Re: XEffects - Reloaded - New Release (V 1.3)

Post by JunkerKun »

Is there any way to have only shadows and no lights? I mean like we have a circle from the flashlight and everything around it is shadowed. How can I make it to be lighten and keep shadows that would be inside of the circle?

Update:
Nevermind, I already edited the shader.
ACE247
Posts: 704
Joined: Tue Mar 16, 2010 12:31 am

Re: XEffects - Reloaded - New Release (V 1.3)

Post by ACE247 »

Quick fix to anyone wanting to try this with Irr 1.8+
Modify the lines

Code: Select all

TexVar = 
in EffectCB.h
to add the '.f' after the value
so it for example looks like this

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TexVar = 1.f;
Seems to work well with OpenGL drivers.
mongoose7
Posts: 1227
Joined: Wed Apr 06, 2011 12:13 pm

Re: XEffects - Reloaded - New Release (V 1.3)

Post by mongoose7 »

But the declaration is

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irr::u32 TexVar
Shouldn't one really simply remove the irr::f32* casts?
robmar
Posts: 1125
Joined: Sun Aug 14, 2011 11:30 pm

Re: XEffects - Reloaded - New Release (V 1.3)

Post by robmar »

or should it be irr::f32 TexVar = 1.f;

anyone know the link for the latest xeffects download?
Nadro
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Location: Warsaw, Poland

Re: XEffects - Reloaded - New Release (V 1.3)

Post by Nadro »

The best option is 'irr::s32 TexVar = 1;'
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robmar
Posts: 1125
Joined: Sun Aug 14, 2011 11:30 pm

Re: XEffects - Reloaded - New Release (V 1.3)

Post by robmar »

Under windows, using irrlich 1.7.3, trying to complile xeffects, its showing unnder VS 2010:

Run-Time Check Failure #0 - The value of ESP was not properly saved across a function call. This is usually a result of calling a function declared with one calling convention with a function pointer declared with a different calling convention.

Checked my call function settings, recompiled irrlicht, but no change.
JunkerKun
Posts: 97
Joined: Mon Jan 28, 2013 12:52 am

Re: XEffects - Reloaded - New Release (V 1.3)

Post by JunkerKun »

robmar wrote:Under windows, using irrlich 1.7.3, trying to complile xeffects, its showing unnder VS 2010:

Run-Time Check Failure #0 - The value of ESP was not properly saved across a function call. This is usually a result of calling a function declared with one calling convention with a function pointer declared with a different calling convention.

Checked my call function settings, recompiled irrlicht, but no change.
I had this one too. The error may have many reasons, and I don't really remember how did I fix it in my case. Try to clean the solution and compile it anew.
CuteAlien
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Re: XEffects - Reloaded - New Release (V 1.3)

Post by CuteAlien »

Most typical reason for this error is a mismatch of the headers and the library which are used. For example when you use new headers but at runtime an old dll is used.
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robmar
Posts: 1125
Joined: Sun Aug 14, 2011 11:30 pm

Re: XEffects - Reloaded - New Release (V 1.3)

Post by robmar »

Yes, sorted! I just had to edit the source and lib paths in the project updated from VS2008 to VS2010!

So well... I have XEffects 1.3 and the examples compiled and running, they all work fine.

Not sure that its even necessary to integrate them into Irrlicht at all... nice soft shadows and other effects, I have to say it looks good and works fast.

I note that the environmental reflections only do one reflection... :) they don´t reflect the reflection in the reflection, but then that would be a lot of iterative processing...
dialNforNinja
Posts: 26
Joined: Wed Oct 10, 2012 1:28 am

Re: XEffects - Reloaded - New Release (V 1.3)

Post by dialNforNinja »

I found a site with what appears to be a live download link for some version of the package, but I've never heard of them and am reluctant to sign up for the site at least until I'm at the stage of my project where it's worth looking at effects packages - not to mention getting a throwaway email address to feed spammers. Still, better'n nothing, right?

http://en.pudn.com/downloads233/sourcec ... 44_en.html
mongoose7
Posts: 1227
Joined: Wed Apr 06, 2011 12:13 pm

Re: XEffects - Reloaded - New Release (V 1.3)

Post by mongoose7 »

Doesn't look like XEffects 1.3.
JunkerKun
Posts: 97
Joined: Mon Jan 28, 2013 12:52 am

Re: XEffects - Reloaded - New Release (V 1.3)

Post by JunkerKun »

I'm sure it was asked before, but I didn't really find any good answer.
Is there any way of making static shadows with this? Like, making a pre-calculated light source? I've been trying to make XEffects to save a texture it uses into another one, but it never worked right. Some help?
Jmgr
Posts: 2
Joined: Mon Nov 18, 2013 10:48 am

Re: XEffects - Reloaded - New Release (V 1.3)

Post by Jmgr »

Hello fellow developers,

I have compiled the latest Irrlicht ( 1.8 ) and the latest XEffects version ( 1.3 ), but all the examples aren't rendered correctly.

Image

Log:

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Irrlicht Engine version 1.8.0
Linux 3.8.0-19-generic #30-Ubuntu SMP Wed May 1 16:35:23 UTC 2013 x86_64
Creating X window...
Visual chosen: : 39
Using renderer: OpenGL 4.3.0
NVS 5200M/PCIe/SSE2: NVIDIA Corporation
OpenGL driver version is 1.2 or better.
Dedicated video memory (kB): 1047872
Total video memory (kB): 1048576
Available video memory (kB): 918408
GLSL version: 4.3
...
Could not open file of texture: XEFFECTS_SM_512
XEffects: Please ignore previous warning, it is harmless.
 
Does someone have any idea what could be the problem?

OS: Linux Mint 15 (Ubuntu 13.04)
My website: http://jmgr.net
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