Cartoon (Cel shading)

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Simo

Cartoon (Cel shading)

Post by Simo »

There's a way in the Irrlicht engine to implement some kind of cel shading and I intend a real time cartoon shading not a way to draw the outline or to make the models look like cartoons by creating them in that way. Thanks to everibody and happy new year!
keless
Posts: 805
Joined: Mon Dec 15, 2003 10:37 pm
Location: Los Angeles, California, USA

Post by keless »

there is already a thread on this.

recap: without simply creating Fatboy models, cel shading is usually implemented thru Shaders. Currently Irrlicht does not support shader functionality, so to answer your question: No, not yet.
a screen cap is worth 0x100000 DWORDS
Simo

Post by Simo »

Sorry I didn't saw the already opened thread. I'd like only to tell that I created a small engine using cel shading rendering and I used a 1d texture applyed to the model using as tex cordinates the cross product between light direction and vertex normals. The result is not always perfect but it works! So my questions are:
1 - There's a way in the Irrlicht engine to use 1d texture as in OpenGL? If yes can you tell me how?
2 - How can I get from a mesh specific informations as vertex coords, normals, and so on...?
3 - How can I implement my drawing routine without modifying the Irrlicht code ?

Maybe I'm asking too much but I think this can be useful for others.
Zaelsius
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Post by Zaelsius »

I guess you'll have to modify the engine's source code, and both OpenGL and Direct3D devices if you want full compatibility.

Just wait to shaders to be added by Niko. :?
keless
Posts: 805
Joined: Mon Dec 15, 2003 10:37 pm
Location: Los Angeles, California, USA

Post by keless »

as Zaelsius says, I dont think the IrrLicht engine has incorperated OGL's 1d texture. Im sure in the future that Niko plans on adding shaders to the rendering aspect of the engine, but there are a few people trying to do cell shading now.

I think that if you were able to write an addition to the engine to use OGL's 1d textures specifically for cell shading, that those people would all like to use your code. And if it can be implemented in DirectX as well, I bet Niko might even consider merging it into the engine proper.
a screen cap is worth 0x100000 DWORDS
Simo

Post by Simo »

I'll try to write the code, because my self made graphic needs it because is disgusting! In order to make this I need acces to low level informations about the mesh: vertices positions, normals, and so on... Please don't tell me to look at the Irrlicht source code because I'm not an experienced programmer or if you want clearly explain how this has to be done. Otherwise if some of the functions I need are already implemented please tell me how to access them... Thank you
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