how can i deform a mesh in irrlicht 1.0 through vertex shading?
im stuck with the setup.
With rendermonkey it all looks simple but when it comes to irrlicht im stumped.
shader
-
- Admin
- Posts: 14143
- Joined: Wed Apr 19, 2006 9:20 pm
- Location: Oldenburg(Oldb), Germany
- Contact:
Probably the same way as all shaders are working in Irrlicht. Did you manage to change the shaders in the shader tutorial? Did you give all those shader extensions from the project forum a try? What problems do you face when using the shader.
Last edited by hybrid on Wed Jun 07, 2006 2:31 pm, edited 1 time in total.
im stuck on accessing my model data or simple deforming it and yes i try the tutorial and had the pixel shader working great but im reading alot books and one had a shader to flatten your model and do other things to it
but it isn't working irrlicht and i use rendermonkey alot so i think the shader is correct since it does work there
but it isn't working irrlicht and i use rendermonkey alot so i think the shader is correct since it does work there
-
- Posts: 377
- Joined: Fri Oct 28, 2005 10:28 am
- Contact:
You still fail to provide informations we can work with.
What does "doesn't work" mean specifically?
Do you get an error message? If yes, what is it.
In what way does the result you get differ from the result you want?
What does the shader look like and how do you try to use in irrlicht?
Learn how to ask questions.
What does "doesn't work" mean specifically?
Do you get an error message? If yes, what is it.
In what way does the result you get differ from the result you want?
What does the shader look like and how do you try to use in irrlicht?
Learn how to ask questions.
No offense
A vertex shader gets the data for each vertex as a parameter. You just need to tweak the position on the output side.is there a special way to grabe the data from the mesh?
Code: Select all
VS_OUTPUT vs_main(
in float4 vPosition : POSITION,
in float3 vNormal : NORMAL,
float2 texCoord : TEXCOORD0 )
{
VS_OUTPUT Output;
Output.Position = mul(vPosition, mWorldViewProj);
// do something to tweak position..
Output.Position.z *= 2.f
// more stuff here
return Output;
}
-
- Posts: 377
- Joined: Fri Oct 28, 2005 10:28 am
- Contact:
-
- Posts: 32
- Joined: Thu Jan 15, 2004 7:33 pm
- Location: Carribean