Check out my Lens flare class with demo and sources

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Serg Nechaeff
Posts: 162
Joined: Wed Nov 26, 2003 5:24 pm
Location: Europe

Check out my Lens flare class with demo and sources

Post by Serg Nechaeff »

Maybe someone will find it useful... Contains a compiled exe (win32) and sources. Anyway, lens flares rule!

http://www.dev.your3dgames.com
http://www.javazing.com
P-III-950, WinXP, GeForce FX5600 128 MB ForceWare 52.16, DX9, Eclipse IDE, JRE 1.6
deps
Posts: 115
Joined: Sat Jan 10, 2004 5:22 pm
Location: Tranås, Sweden

Post by deps »

Looks nice! :)
But it doesnt look like the flare is centered. It looks to come from a point next to the star and comets.
powerpop
Posts: 171
Joined: Thu Jan 08, 2004 1:39 am
Location: san francisco

Post by powerpop »

this rocks!!!!

what i am loving about irr the most so far is how open the community is - i think sharing code modules is where its at - in the end everyone benefits

so far seeing what people have done with cameras, flares, player characters ... its all helped me get my app going - and i see places where i can contribute back - xml parsing, skyboxes (and hopefully a killer skydome!)
Serg Nechaeff
Posts: 162
Joined: Wed Nov 26, 2003 5:24 pm
Location: Europe

Post by Serg Nechaeff »

deps wrote:Looks nice! :)
But it doesnt look like the flare is centered. It looks to come from a point next to the star and comets.
yeah... have to check the code...
http://www.javazing.com
P-III-950, WinXP, GeForce FX5600 128 MB ForceWare 52.16, DX9, Eclipse IDE, JRE 1.6
Robomaniac
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Post by Robomaniac »

hm, found a small thing, when looking at multiple light sources, shouldn't there only be one flare? (ex. here) just wondering

--The Robomaniac
Serg Nechaeff
Posts: 162
Joined: Wed Nov 26, 2003 5:24 pm
Location: Europe

Post by Serg Nechaeff »

I dont know, I guess not :wink:
http://www.javazing.com
P-III-950, WinXP, GeForce FX5600 128 MB ForceWare 52.16, DX9, Eclipse IDE, JRE 1.6
keless
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Joined: Mon Dec 15, 2003 10:37 pm
Location: Los Angeles, California, USA

Post by keless »

no, multiple light sources each cause their own flares on a camera lense.

whats funny is using lense flares at all, since most games try and add the "suspension of disbelief" and a lense flare is a throw back to a mechanical seperation between one's self and the scene (the barrier being a camera lense). anyhow, it looks good, and thats all that matters.
a screen cap is worth 0x100000 DWORDS
buhatkj
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Joined: Fri Dec 12, 2003 4:53 am
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cutscenes or machinima?

Post by buhatkj »

tis true, but this is definitely a kickass tool for people doing scripted in-engine cutscenes or machinima with irrlicht...
-Ted
My irrlicht-based projects have gone underground for now, but if you want, check out my webcomic instead! http://brokenboomerang.net
qwe
Posts: 112
Joined: Sun Dec 28, 2003 12:54 am
Location: Oregon, USA

Post by qwe »

yeah... for cinematics and such :D I also noticed that the flare tends to flicker in some spots... that's not intentional, is it?
Serg Nechaeff
Posts: 162
Joined: Wed Nov 26, 2003 5:24 pm
Location: Europe

Post by Serg Nechaeff »

When I cast a ray from the camera to the node (so I know it is actually visible and nothing stands between me and that node) then sometimes it doesnt work, I dont know why :(

Code: Select all

core::position2d<s32> temp = m_scm->getScreenCoordinatesFrom3DPosition(m_node->getPosition()); 

if (m_scm->getSceneNodeFromScreenCoordinatesBB(temp) == m_node) 
 draw_lens_flare();
http://www.javazing.com
P-III-950, WinXP, GeForce FX5600 128 MB ForceWare 52.16, DX9, Eclipse IDE, JRE 1.6
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