xml based postprocessing framework
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Re: xml based postprocessing framework
The devs changed something in the SVN version. The "screenquad" no longer work. The shaders still compiles, but the rendering is now black. Still work fine on 1.8.0
Re: xml based postprocessing framework
yes it's the zsorting flagg in the screnquad file it should be always instead of never
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- Posts: 1638
- Joined: Mon Apr 30, 2007 3:24 am
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Re: xml based postprocessing framework
Ha! Thanks!
I changed it and it work now with the Irrlicht 1.9SVN (4899)
I had to change this to remove the errors on my end:
In "ShaderPostProcess.cpp" near line 15:
From
to
This made the screenquad show the render and not having it black
And in RTT.XML file.
I changed the format from "6"(ECF_A16B16G16R16F)to "10"(ECF_UNKNOWN)
This gave me a RTT error (at runtime).
Tested and it work again.
I changed it and it work now with the Irrlicht 1.9SVN (4899)
I had to change this to remove the errors on my end:
In "ShaderPostProcess.cpp" near line 15:
From
Code: Select all
getMaterial().ZBuffer = video::ECFN_NEVER;
to
Code: Select all
getMaterial().ZBuffer = video::ECFN_ALWAYS;
And in RTT.XML file.
I changed the format from "6"(ECF_A16B16G16R16F)to "10"(ECF_UNKNOWN)
Code: Select all
<RenderTarget id="rttDepth" colorFormat="10" scale="1.0" />
Tested and it work again.
Re: xml based postprocessing framework
the rtt depth should be a floating point format for best result as the "10" will generaly default to the device format
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- Posts: 1638
- Joined: Mon Apr 30, 2007 3:24 am
- Location: Montreal, CANADA
- Contact:
Re: xml based postprocessing framework
Hi, Since the new release of IRB (0.3). I've fixed all the GLSL shaders from the framework. Most of the errors came as non-specific type conversion (I think the NVIDIA compiler does automatic types conversion, while the Intel compiler does not).
Load this archive and replace the glsl folder and the shaders should all work on other architectures than NVidia (NVidia - Intel - AMD).
http://www.clavet.org/files/glsl.zip 12kb
Load this archive and replace the glsl folder and the shaders should all work on other architectures than NVidia (NVidia - Intel - AMD).
http://www.clavet.org/files/glsl.zip 12kb
Re: xml based postprocessing framework
This is very nice stuff! why did discussion suddenly stop in 2014?
I'm trying to implement a XML-less version of it myself.
It is quite complex.. phew!
With a bit of changes it works nicely on my machine..
What happened to tbw?
I'm trying to implement a XML-less version of it myself.
It is quite complex.. phew!
With a bit of changes it works nicely on my machine..
What happened to tbw?