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needforhint
Posts: 322 Joined: Tue Aug 30, 2005 10:34 am
Location: slovakia
Post
by needforhint » Wed Feb 22, 2006 12:35 pm
get it here: http://www.medeal.sk/irr/phongPERpixel.zip (have to see it in move)
here is a per pixel shader doing a phong effect, during trying to set right call back constants I discovered bad behaviors of irrlicht world,view and projection matrices...so main.cpp is in if anyone had such trouble (compiled on irrlicht 0.14), the pixel and vertex shaders are 2.0 so only ATI 9X00 and higher and GeForce(some good one)
by the way, per pixel spot light is on the way
what is this thing...
omaremad_
Post
by omaremad_ » Thu Feb 23, 2006 8:03 pm
Nice work
Btw youre gonna have touble implementing that spotlight since the cjeapest way to do it is via cube maps(which are not suppourted by irrlicht)
what u do is get a cube map which is black except a circle on one of the sides
Multiply it by the color of the light then the base texture
the texcoord of the cube maps is composed of three vectors not 2 therefore u can use the light source as the texcoord of the cube map
needforhint
Posts: 322 Joined: Tue Aug 30, 2005 10:34 am
Location: slovakia
Post
by needforhint » Thu Feb 23, 2006 9:59 pm
thanks,
I have a question for u omaremad, have you ever implemented 2 textures into a shader with irrlicht?
[SOLVED: YES , CAN]
what is this thing...
omaremad
Competition winner
Posts: 1027 Joined: Fri Jul 15, 2005 11:30 pm
Location: Cairo,Egypt
Post
by omaremad » Fri Feb 24, 2006 4:51 pm
did u use a shader call back with integers sent by the sampler 2d names
i never used 2 texture in hlsl i only used it in my HDR glsl
needforhint
Posts: 322 Joined: Tue Aug 30, 2005 10:34 am
Location: slovakia
Post
by needforhint » Mon Mar 06, 2006 12:54 pm
I didnt set texture in callback. Both, layer 1 and layer 2 texture were automaticly mapped into hlsl, I used sampler2d definition-.
what is this thing...