quality of rendering in irrlicht engine

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tip
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quality of rendering in irrlicht engine

Post by tip »

i've found irrlicht engine very nice, fast and easy to use. The only drawback i see is the rendering quality, compared to Nebula or such 3D Engines.
It seems Irrlicht has no antialias, no mip mapping in features and this makes the difference. Am I wrong? :?
niko
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Re: quality of rendering in irrlicht engine

Post by niko »

tip wrote:It seems Irrlicht has no antialias, no mip mapping in features and this makes the difference. Am I wrong? :?
Antialiasing is not yet supported, right, but mip mapping is. We've got also bilinear and trilinear filtering, and soon there will be also anisotropic filtering available.
tip
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Post by tip »

true, i've seen the mip mapping in the techdemo.
ok so maybe if i try to add some envmap and some gloss with nice and soft textures, i can acheive a good looking result.

so as i'm starting to develop with irrlicht engine, get ready to see my silly remarks in the forum quite often :o
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Post by niko »

Hehe, no problem, just keep on posting. :)
powerpop
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Post by powerpop »

niko - it might be nice in future releases to make a material format for irrlicht - it seems like materials are becoming more and more important and flexible over time (with the new boards and especially with cg scripts) - but anyways, rather than hardcode in types of materials how about a simple script format (are there any standards emerging out there for material descriptions?)

also, on a side note, i remember that Aureal (who has a 3d audio card if anyone remembers) had done two amazing things - first they allowed you to send some geometry to the audio chip so that walls could be solid and the sound effected - on top of this they started defining materials for these geometries so you could say something was wood or cement - it was amazing - way ahead of its time - but the effects in a game were stunning!
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Post by niko »

The thing with the audio card sounds cool. Opens up a lot of new possibilities :)
I'll think of a material format when I'll rewrite the material system of irrlicht. But this could take some time.
Tyn
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Re: quality of rendering in irrlicht engine

Post by Tyn »

niko wrote:also anisotropic filtering available.
Any news on this? Been noticing how much of a difference it makes with other programs, from the top down view the angle of the walls really make a difference. The texture's look really blurry when hovering above it and start producing some artifacts from some angles.
l0calh05t
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Post by l0calh05t »

powerpop wrote:niko - it might be nice in future releases to make a material format for irrlicht - it seems like materials are becoming more and more important and flexible over time (with the new boards and especially with cg scripts) - but anyways, rather than hardcode in types of materials how about a simple script format (are there any standards emerging out there for material descriptions?)[...]
Well, you don't have to hard code everything, you could add your own scripting language for stuff like that.
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Peter Müller
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Post by Peter Müller »

One more question to the quallity:
Why is the fringe range (= border area) displayed distorts (= distorted)?
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Tyn
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Post by Tyn »

Arg! I revive a dead topic because I pick on a point and everyone hijacks it ;)

For your question, are you talking about the border area of the camera? Plenty of posts on that, change FOV, a post is active right now, I posted in it yesterday. If not then I need more explaining :)

IMO there are only 3 things that will really make the graphics much better ( other than shaders )

Ansitropic Filtering
Full Screen Anti Aliasing
Bump Maps

With those three things the quality of the engine will take a huge step up. I know that bump maps can be achieved with shaders and they make an even better job of it so maybe that isn't as important as shaders possibly. Has anyone actually worked with these things before and know how to implement them? I would really like to try but I don't honestly know where to start, not enough knowledge as of yet.
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Post by Peter Müller »

Tyn wrote: For your question, are you talking about the border area of the camera? Plenty of posts on that, change FOV, a post is active right now, I posted in it yesterday. If not then I need more explaining :)
I already thought, that many others asked the same question, but is just didn't know what I have to search for :(
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