Post Your Irrlicht Screenshots / Render Here.

Post your questions, suggestions and experiences regarding to Image manipulation, 3d modeling and level editing for the Irrlicht engine here.
CuteAlien
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Re: Post Your Irrlicht Screenshots / Render Here.

Post by CuteAlien »

Incredible graphics, tiny spelling bug - "opponents" needs double p. I'd also change the sentence to "Choose how hard your CPU opponents will be".
Nadro has added some cubemap texture support for opengl 12 days ago. No idea if this will help you somewhat.
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Mel
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Re: Post Your Irrlicht Screenshots / Render Here.

Post by Mel »

Hmm... perhaps with cubemaps on both drivers i would work things other way... but i was just asking out of curiosity really ^^U

Thanks for the correction though :P
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Granyte
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Re: Post Your Irrlicht Screenshots / Render Here.

Post by Granyte »

if cubemaps are supported on OGL ill make a patch to support them on d3d9 and d3d11 as soon as my exams are passed.
Mel
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Re: Post Your Irrlicht Screenshots / Render Here.

Post by Mel »

Image
finally i got it working :) a cubemap into a spherical environment maps. The point is that the sphere maps that Irrlicht supports currently are only valid in one direction, this is valid on every direction, and can be seamlessly sampled into any mip level, providing a way to model gloss from environment maps, for instance.

The dwarf is animated, if you're wondering...
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chronologicaldot
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Re: Post Your Irrlicht Screenshots / Render Here.

Post by chronologicaldot »

Bravo, Mel!
It does make the dwarf look kinda funny. XD
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Re: Post Your Irrlicht Screenshots / Render Here.

Post by Mel »

Thanks! :lol: but now BEHOLD TEH ALMIGHTY TECHNO DWARF!

Image

This time, instead of using a cubemap, i've used a set of lights to act as the source for the reflections, i render the shape of the light on the sphere map, and use it to create the reflections. this is the obtained reflection map

Image

Using a smaller mipmap and using the world normals instead of the reflections, it can be used to generate an image based lighting solution out of multiple lights.
Pro: Unlimited lights!
Con: Unlimited STATIC lights

For deferred renderers it may act as a lighting probe

XD
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chronologicaldot
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Re: Post Your Irrlicht Screenshots / Render Here.

Post by chronologicaldot »

Ooooo!
Could it be altered to allow for dynamic lights?
Mel
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Re: Post Your Irrlicht Screenshots / Render Here.

Post by Mel »

Depending on the approach. The fastest way would be to render the environment on a cubemap (or 6 textures, or an atlas with 6 textures stored) and convert it back to a sphere map, but currently, Irrlicht won't generate mipmaps for rendertargets, losing some features. For static scenes, it is a good way to store environment maps though, because you can store many maps in a single texture, but for dynamic scenes, if you are using only the lights, it is better to go directly for a deferred renderer.
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Re: Post Your Irrlicht Screenshots / Render Here.

Post by Cube_ »

Image

Not particularly pleasing, visually, nor particularly relevant technologically.
But my mesher's working and generating pretty efficient meshes... just very slowly. (not sure why the border is there, that's a fullscreen window... or is it a screensized window that just has the border hidden off-screen? I can't remember)
"this is not the bottleneck you are looking for"
Vectrotek
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Re: Post Your Irrlicht Screenshots / Render Here.

Post by Vectrotek »

Wow! pretty cool! How did you get seamless reflection mapping on the dwarf?
Thought I'd also post a few screenshots as I just figured out how to do plane based fog.
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Re: Post Your Irrlicht Screenshots / Render Here.

Post by Vectrotek »

Image

I tried mixing Traditional Fog with Plane Based Fog which looked O.K.
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Re: Post Your Irrlicht Screenshots / Render Here.

Post by Vectrotek »

Image
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Re: Post Your Irrlicht Screenshots / Render Here.

Post by Vectrotek »

Image
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Re: Post Your Irrlicht Screenshots / Render Here.

Post by Vectrotek »

Image

Here I added a thing that lets you place a given light position at the camera position so that I could check the correctness of
the rendered specular hihlights..
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