Finished hdr rendering
Finished hdr rendering
Here is the hdr rendering technology i promised
want to know how it works?
http://www.gamedev.net/community/forums ... _id=345577
I will write a tutorial on how to use it soon, however just metion any concerns here.
http://omaremad.gdlib.net/
You have to apply the patch by mandrav to your irrlicht source(patch supplied)
use gnu patch
Sadly it only works on nvidia cards
thanx to bitplane for hosting this file
want to know how it works?
http://www.gamedev.net/community/forums ... _id=345577
I will write a tutorial on how to use it soon, however just metion any concerns here.
http://omaremad.gdlib.net/
You have to apply the patch by mandrav to your irrlicht source(patch supplied)
use gnu patch
Sadly it only works on nvidia cards
thanx to bitplane for hosting this file
Last edited by omaremad on Sat Feb 11, 2006 11:25 am, edited 1 time in total.
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- Posts: 19
- Joined: Wed Jan 25, 2006 7:44 pm
Looks cool!!!!!!!
Hmmm... But when I recompile it, there are some strange mistakes (I'm using DevC++):
http://www.thephoenix.cybton.com/hdr.bmp
The camera Y-axis is inverted, and all the effects appear on strange places...
What did I do wrong???
Hmmm... But when I recompile it, there are some strange mistakes (I'm using DevC++):
http://www.thephoenix.cybton.com/hdr.bmp
The camera Y-axis is inverted, and all the effects appear on strange places...
What did I do wrong???
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- Posts: 47
- Joined: Wed Feb 01, 2006 8:09 pm
- Location: Wroclaw
- Contact:
I get the same thing, GF 6800GT ( supports PS 3.0 and VS 3.0 )
Code: Select all
Irrlicht Engine version 0.14.0
Professional Service Pack 1 (Build 3790)
Using renderer: OpenGL 1.5
GeForce 6800 GT/PCI/SSE2: NVIDIA Corporation
OpenGL driver version is 1.2 or better.
Loaded texture: #DefaultFont
hiGLSL shader program failed to link
GLSL shader failed to compile
Loaded texture: up.jpg
Loaded texture: dn.jpg
Loaded texture: lf.jpg
Loaded texture: rt.jpg
Loaded texture: ft.jpg
Loaded texture: bk.jpg
Could not find texture in Q3 .bsp: textures/common/caulk
Loaded texture: e7walldesign01b.jpg
Loaded texture: e7steptop2.jpg
Could not find texture in Q3 .bsp: noshader
Loaded texture: e7dimfloor.jpg
Loaded texture: e7brickfloor01.jpg
Loaded texture: e7bmtrim.jpg
Loaded texture: e7sbrickfloor.jpg
Loaded texture: e7brnmetal.jpg
Could not find texture in Q3 .bsp: textures/common/clip
Loaded texture: e7beam02_red.jpg
Loaded texture: e7swindow.jpg
Loaded texture: e7bigwall.jpg
Loaded texture: e7panelwood.jpg
Loaded texture: e7beam01.jpg
Loaded texture: xstepborder5.jpg
Could not find texture in Q3 .bsp: textures/liquids/lavahell
Loaded texture: e7steptop.jpg
Could not find texture in Q3 .bsp: textures/gothic_trim/metalblackwave01
Could not find texture in Q3 .bsp: textures/stone/pjrock1
Could not find texture in Q3 .bsp: textures/skies/tim_hell
Could not find texture in Q3 .bsp: textures/common/hint
Could not find texture in Q3 .bsp: models/mapobjects/timlamp/timlamp
Could not find texture in Q3 .bsp: textures/sfx/flame1side
Could not find texture in Q3 .bsp: textures/sfx/flame2
Could not find texture in Q3 .bsp: models/mapobjects/gratelamp/gratetorch2
Could not find texture in Q3 .bsp: models/mapobjects/gratelamp/gratetorch2b
Loaded mesh: 20kdm2.bsp
Needed 29ms to create OctTree SceneNode.(320 nodes, 7753 polys)
Loaded texture: particle.tga
Loaded texture: omar.tga
Loaded mesh: car.obj
Loaded texture: car.tga
Loaded texture: skynoglow.jpg
Loaded texture: skyglow.jpg
That's true. It seems that the bundled shaders are broken.
BTW: why doesn't Irrlicht display the GLSL compiler's/linker's error output and lets us guessing?
Maybe a patch is in order here...
EDIT:
Edit final.frag and change the following:
Edit blurv.frag and change the following inside the loop:
BTW: why doesn't Irrlicht display the GLSL compiler's/linker's error output and lets us guessing?
Maybe a patch is in order here...
EDIT:
Edit final.frag and change the following:
Code: Select all
colorc.a = texture2D(alpha,gl_TexCoord[0]);
// change to:
colorc.a = texture2D(alpha,vec2(gl_TexCoord[0].x, gl_TexCoord[0].y));
Code: Select all
colorc.rgb += texture2D(color,...
// change to:
colorc += texture2D(color,...
there we go, that lets it load. i can see it now!mandrav wrote: Edit final.frag and change the following:Edit blurv.frag and change the following inside the loop:Code: Select all
colorc.a = texture2D(alpha,gl_TexCoord[0]); // change to: colorc.a = texture2D(alpha,vec2(gl_TexCoord[0].x, gl_TexCoord[0].y));
Code: Select all
colorc.rgb += texture2D(color,... // change to: colorc += texture2D(color,...
Im sorry for my rubbish suppourt but i have many exams
when im finished ill write a nice tutorial for implementing this
btw the patch is wrong u should use this one
http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=10865
never the less i thought up a technique which will allow lightmapped & bumpmapped levels at the same time with no modifications to the file format loaders of irrlicht stay tunned
i also reccomend to keep an eye out for needforhint's shaders as they are cool
Moreover
u can comment this line out it is useless
colorc.a = texture2D(alpha,vec2(gl_TexCoord[0].x, gl_TexCoord[0].y));
when im finished ill write a nice tutorial for implementing this
btw the patch is wrong u should use this one
http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=10865
never the less i thought up a technique which will allow lightmapped & bumpmapped levels at the same time with no modifications to the file format loaders of irrlicht stay tunned
i also reccomend to keep an eye out for needforhint's shaders as they are cool
Moreover
u can comment this line out it is useless
colorc.a = texture2D(alpha,vec2(gl_TexCoord[0].x, gl_TexCoord[0].y));