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omaremad
Competition winner
Posts: 1027 Joined: Fri Jul 15, 2005 11:30 pm
Location: Cairo,Egypt
Post
by omaremad » Tue Jul 19, 2005 9:01 pm
ive just made this shader(reworked the one i found on advanced help into hlsl)
thanks to electron for his suggetions
it supports textures as well
i think its not gpu heavy since the piexel shader is only 25 lines
i will port it to irrlicht after this message
omaremad
Competition winner
Posts: 1027 Joined: Fri Jul 15, 2005 11:30 pm
Location: Cairo,Egypt
Post
by omaremad » Tue Jul 19, 2005 9:01 pm
omaremad
Competition winner
Posts: 1027 Joined: Fri Jul 15, 2005 11:30 pm
Location: Cairo,Egypt
Post
by omaremad » Wed Jul 20, 2005 4:55 am
IT WORKS YAY
running in irrlicht
it should work as good as the other shots but the model i made is bad
it has to be seen moving to be believed
if we carry on we would have more shaders than ogre
i will soon realease the demo
plz niko if u like it can it be includeed in the next release
omaremad
Competition winner
Posts: 1027 Joined: Fri Jul 15, 2005 11:30 pm
Location: Cairo,Egypt
Post
by omaremad » Wed Jul 20, 2005 5:28 am
i will send the demo to niko first so no one steals my worthless code
awareninja
Posts: 5 Joined: Tue Jul 05, 2005 8:31 am
Post
by awareninja » Wed Jul 20, 2005 7:57 am
Great
And if it could be included in next release would be very cool.
For shaders, i hope to see one day , post process effects like
general felxible Glow.
And one day , some projection textures shaders could help a lot , for minimum cost to project shadows of trees or others things on levels/terrains.
begin a little prototype , it will become
a solid great thing at the end.
Electron
Posts: 874 Joined: Sun Mar 14, 2004 12:05 am
Location: Massachusetts USA
Post
by Electron » Wed Jul 20, 2005 11:55 am
hmm. thatt doesn't look quite like cell shading tho. I wonder if I tranlated the shader wrong from glsl or if some of the parameters aren't being set correctly in irrlicht. . .
You do a lot of programming? Really? I try to get some in, but the debugging keeps me pretty busy.
Crucible of Stars
Guest
Post
by Guest » Wed Jul 20, 2005 2:06 pm
i changed what u wrote a bit but the main stuff is still there
(it works better with high poly models since the darknening is appied per polygon)
bitplane
Admin
Posts: 3204 Joined: Mon Mar 28, 2005 3:45 am
Location: England
Contact:
Post
by bitplane » Wed Jul 20, 2005 4:25 pm
woot!
download please, i wanna play with it!
Guest
Post
by Guest » Wed Jul 20, 2005 4:31 pm
for download go to the oe-library thread
omaremad
Competition winner
Posts: 1027 Joined: Fri Jul 15, 2005 11:30 pm
Location: Cairo,Egypt
Post
by omaremad » Wed Jul 20, 2005 4:32 pm