Hi, I am VERY new to irrlicht, in fact I have just been looking through some of the documentation and forum posts for a couple days. I have noticed that irrlicht dosnt support shaders, nor opengl 1D textures. This causes a problem w/ cel shading, and that simply wont do. I recently read this article:
http://www.gamedev.net/reference/progra ... elshading/
it talks about 2 methods of creating a cel shading effect. They both require you to render an object w/out lighting then depending on which method you use, you either multitexture w/ a 2d and 1d image, or you set the color PER vertex to a greyscale value and render w/out blending turned on. Then you re render the object w/backfaces in wireframe mode. Since irrlicth has a color parameter per vertex this could be possible.
I believe the second method could work in irrlicht (not sure, that is my question). In order to do this in irrlicht you would need to be able to do this:
1. Render the same object twice w/out clearing the buffers
2. Turn off blending and lighting
3. Render in wireframe mode w/front faces culled
4. Change the wireframe linewidth to 2 or 3
Are all these things possible in irrlicht?? If so, this could be very easy to imlement.
Cel Shading.... A method for irrlicht???
Re: Cel Shading.... A method for irrlicht???
Sure, the only thing is, you have to modify the engine a little bit: Simply add this rendering method as new material. That's just some new lines of code, recompile it, and it should work.dabeav wrote:Are all these things possible in irrlicht?? If so, this could be very easy to imlement.
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If I am able to make my modifications work, I will definatly release it. Oh question, are there any plans to implement triangle strips? If not, I will also look at modifying the engine to use the tri stripper library
http://users.pandora.be/tfautre/softdev ... r_main.htm
Its very usefull, and fast. And only needs modification in the actual render steps. Also, I would like to implement Compiled Vertex Arrays inside the Opengl Render path, for making multitexture passes much faster. Since I know that the directX path has been much more optimized, I will attempt to rip down the opengl path and help as much as I can. But it is going to take me a while to rip apart the engine, since I am not particularly familiar with it. Any help, and or suggestions would be great thankx.
http://users.pandora.be/tfautre/softdev ... r_main.htm
Its very usefull, and fast. And only needs modification in the actual render steps. Also, I would like to implement Compiled Vertex Arrays inside the Opengl Render path, for making multitexture passes much faster. Since I know that the directX path has been much more optimized, I will attempt to rip down the opengl path and help as much as I can. But it is going to take me a while to rip apart the engine, since I am not particularly familiar with it. Any help, and or suggestions would be great thankx.
Hi!
1) Niko great work.
2)
It render already and works like an OctreeSceneNode, but performance isnt that great (yet).
If you like I can post the code and we can work together.
1) Niko great work.
2)
Im implementing tringle-strips in IrrLicht using ACTC http://www.plunk.org/~grantham/dabeav wrote:If I am able to make my modifications work, I will definatly release it. Oh question, are there any plans to implement triangle strips? If not, I will also look at modifying the engine to use the tri stripper library
http://users.pandora.be/tfautre/softdev ... r_main.htm
Its very usefull, and fast. And only needs modification in the actual render steps.
It render already and works like an OctreeSceneNode, but performance isnt that great (yet).
If you like I can post the code and we can work together.
TYLENOL, that could be cool, I just finished my implementation tonight, I am planning on sending a copy to Niko, so hopefully he will integrate it. I can also send you a copy if you want, just jot down your Email address, or send a copy of your code, or a note what have you to here.
beavis@rochester.rr.com
Thanx.
beavis@rochester.rr.com
Thanx.