It seems Irrlicht has no antialias, no mip mapping in features and this makes the difference. Am I wrong?
quality of rendering in irrlicht engine
quality of rendering in irrlicht engine
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?
It seems Irrlicht has no antialias, no mip mapping in features and this makes the difference. Am I wrong?
Re: quality of rendering in irrlicht engine
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 wrote:It seems Irrlicht has no antialias, no mip mapping in features and this makes the difference. Am I wrong?
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!
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!
Re: quality of rendering in irrlicht engine
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.niko wrote:also anisotropic filtering available.
Well, you don't have to hard code everything, you could add your own scripting language for stuff like that.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?)[...]
Raw data for raw nerves
My main PC: Athlon XP 2800+, 512MB RAM, ATI Radeon 9700 Pro 128MB, Win2k SP4
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My main PC: Athlon XP 2800+, 512MB RAM, ATI Radeon 9700 Pro 128MB, Win2k SP4
My secondary PC: Pentium III 500 Mhz, 256MB RAM, TNT2 64, Gentoo Linux
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Peter Müller
- Posts: 292
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One more question to the quallity:
Why is the fringe range (= border area) displayed distorts (= distorted)?
Why is the fringe range (= border area) displayed distorts (= distorted)?
http://www.games-forge.de - Die Community für Nachwuchsprogrammierer
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.
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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Peter Müller
- Posts: 292
- Joined: Sun Mar 14, 2004 5:28 pm
- Location: Germany
- Contact:
I already thought, that many others asked the same question, but is just didn't know what I have to search forTyn 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
http://www.games-forge.de - Die Community für Nachwuchsprogrammierer