Bump mapping for Animated meshes
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Re: Bump mapping for Animated meshes
I'm not sure about Nadros CG wrapper I've never used it. Maybe he doesn't use those methods like the traditional methods. I also believe that he's cg wrapper is old I'm not to sure though.
Re: Bump mapping for Animated meshes
Okay! There is this question that I asked about a certain method I couldn't seem to find.
What do I have to do to get "->getVertexShaderConstantID"?
What do I have to do to get "->getVertexShaderConstantID"?
Re: Bump mapping for Animated meshes
Code: Select all
#ifdef IRRLICHT18
services->setPixelShaderConstant("ScreenMapSampler", &TexVar, 1);
#else
index = services->getPixelShaderConstantID("ScreenMapSampler");
services->setPixelShaderConstant(index, &TexVar, 1);
#endif
Re: Bump mapping for Animated meshes
Thanks Mongoose7! From your post I gather that getting the actual Constant ID is now done inside of Irrlicht
which is really cool.
But..
Why!
This happens on every machine I've tried it on.
I know that I have CG support.
In fact Nadro's old CG Wrapper runs cool (even if I can't compile it which is another headache)
All my old win 32 programs run fine.
What is wrong with example 10?
which is really cool.
But..
Why!
This happens on every machine I've tried it on.
I know that I have CG support.
In fact Nadro's old CG Wrapper runs cool (even if I can't compile it which is another headache)
All my old win 32 programs run fine.
What is wrong with example 10?
Re: Bump mapping for Animated meshes
I don't think Irrlicht supports Cg anymore. Anyway, grep the code for the message and see what is going on.
Re: Bump mapping for Animated meshes
In Irrlicht 1.8 cg was disabled by default. So you have to re-compile Irrlicht with cg support enabled (in IrrCompileConfig.h) and also you need to install the cg sdk to compile it.
In trunk (aka Irrlicht 1.9 one day) cg support has been removed completely, due to lack of maintainers and because NVidia also stopped developing it. Basically it's a dead tech - don't use it anymore for new projects.
In trunk (aka Irrlicht 1.9 one day) cg support has been removed completely, due to lack of maintainers and because NVidia also stopped developing it. Basically it's a dead tech - don't use it anymore for new projects.
IRC: #irrlicht on irc.libera.chat
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Re: Bump mapping for Animated meshes
Thanks Again Alien! Keep up the incredibly good work you guys are doing! Cheers!
Last edited by Vectrotek on Mon Oct 05, 2015 9:29 pm, edited 2 times in total.
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- Competition winner
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Re: Bump mapping for Animated meshes
VectroGeek just use hlsl since your on windows at least that way I can help you.
Re: Bump mapping for Animated meshes
Hey Itchy! You here? Sure! That's how I intend to get to grips with it! But you'll have to visit my GPU Topic!
I'm definitely going to call on you! See you on the other side bud!
What we're going to have to solve is quite beyond just bump-mapping! I can feel it..
If and when we solve this well come back here yes?
I'm definitely going to call on you! See you on the other side bud!
What we're going to have to solve is quite beyond just bump-mapping! I can feel it..
If and when we solve this well come back here yes?
Re: Bump mapping for Animated meshes
Vectrotek wrote: If I should make use of "private" messaging more so that all these "Ogre" cats don't get all our trade secrets let me know.
Don't mind me, just passing by...
Re: Bump mapping for Animated meshes
@Vectrotek: We still support GLSL (OpenGL) and HLSL (D3D). Just CG is out. I have the feeling you mix up CG and GLSL as you wrote about OpenGL's CG. But CG was a library+compiler from NVidia which was about writing shaders once and then compiling them to both - OpenGL and Direct3D shaders. But that compiler was always proprietary and now with the end of support for it that tech is likely dead.
So pretty certain you meant GLSL - which we will absolutely continue to support!
So pretty certain you meant GLSL - which we will absolutely continue to support!
IRC: #irrlicht on irc.libera.chat
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Re: Bump mapping for Animated meshes
If all "Ogre Cats" are that cute..
Last edited by Vectrotek on Fri Sep 25, 2015 7:16 pm, edited 1 time in total.
Re: Bump mapping for Animated meshes
I think Ill reconsider this one!
Thanks for your input Alien!
Thanks for your input Alien!
Last edited by Vectrotek on Mon Oct 05, 2015 9:30 pm, edited 3 times in total.
Re: Bump mapping for Animated meshes
As Nvidia's own CG documentation says:
The extension can be anything. CG files are loaded by giving a string to the cgCreateProgram function, that string can come from anywhere. Of course some engines may not let you load shaders from an unexpected extension, but that's a different matter, CG itself doesn't care.
NVIDIA and Microsoft collaborated to develop the Cg language. Microsoft calls its implementation High-Level Shading Language, or HLSL for short. HLSL and Cg are the same language but reflect the different names each company uses to identify the language and its underlying technology. HLSL is a part of Microsoft's DirectX Graphics, a component of the DirectX 9 multimedia framework. Direct3D is the 3D component of Microsoft's DirectX Graphics. Cg is independent of the 3D programming interface and fully integrates with either Direct3D or OpenGL. A properly written Cg application can be written once and then work with either OpenGL or Direct3D.
There can be if you want. Flightgear, X-Plane, Overgrowth, QT and others all use .vert and .frag.Vectrotek wrote:There is no "*.frag" or "*.vert" even if seemingly well informed sources hand this to you on a silver platter with or without barbecue sauce!
The extension can be anything. CG files are loaded by giving a string to the cgCreateProgram function, that string can come from anywhere. Of course some engines may not let you load shaders from an unexpected extension, but that's a different matter, CG itself doesn't care.