What a couple of *minor* patches can do :)
What a couple of *minor* patches can do :)
Seeing that my patches are mostly ignored (apparently because they are not good enough for irrlicht), I decided to "force" you not ignore them .
Here's what I 've got for now, just by using a couple of minor, non-intrusive, patches:
It's missing lighting, fresnel term and underwater effects but seems like I 'm on the right track .
Yiannis.
Here's what I 've got for now, just by using a couple of minor, non-intrusive, patches:
It's missing lighting, fresnel term and underwater effects but seems like I 'm on the right track .
Yiannis.
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Sure it's cool
Maybe you could add your patch here :
http://sourceforge.net/tracker/?atid=54 ... unc=browse
This way it will never be lost
Maybe you could add your patch here :
http://sourceforge.net/tracker/?atid=54 ... unc=browse
This way it will never be lost
lol, I 'm not talking about the water . The water is rendered using a specific technique. This technique though requires certain features to be available from the engine. So the "minor patches" mentioned in the thread's title add those missing features.bitplane wrote:yes, where do we find this water patch?
These patches I haven't yet posted because I just created them. I have to separate them now from the rest of my "improved irrlicht"(1) and post them.
Regards,
Yiannis.
(1): see, when you 're not accepting valid (and generally needed) patches people send you, we end up with a completely patched local irrlicht copy, making it harder for us to upgrade each time. It also makes it hard to extract specific patches from this patched irrlicht...
I think I 'll start a new topic on this because my questions were not answered in the other thread that I posted them.
oh, the frame buffer objects.. Okay I just tried this patch, but the rtt example shows it only renders to the area that would be inside the screen, even after the patch. I didn't investigate any further yet, I'm guessing its something to do with cameras using the screen size rather than the render target size. any pointers?
No, working fine here and is used in the water scene above .bitplane wrote:oh, the frame buffer objects.. Okay I just tried this patch, but the rtt example shows it only renders to the area that would be inside the screen, even after the patch. I didn't investigate any further yet, I'm guessing its something to do with cameras using the screen size rather than the render target size. any pointers?
I will check the rtt example though and report back. Thanks for looking into it.
okay, so getCurrentRenderTargetSize needs adding to CNullDriver and IVideoDriver, returning the screen size by default. Cameras need to check the current render target size instead of the screen size to get the correct aspect ratio, and something needs adding to set the new viewport size when changing render targets..
and it still doesn't work!
and it still doesn't work!
What graphics card do you try this on? And are your drivers recent enough (e.g. this year's)?bitplane wrote:okay, so getCurrentRenderTargetSize needs adding to CNullDriver and IVideoDriver, returning the screen size by default. Cameras need to check the current render target size instead of the screen size to get the correct aspect ratio, and something needs adding to set the new viewport size when changing render targets..
and it still doesn't work!
I 'm asking because the FBO path is followed only if supported by your card and drivers and it is proven to be working fine. In the water screenshots above, the screen is 640x480 and the FBOs are 1024x1024...
hmm yes, works fine now. I'll add the camera+driver changes back in and commit sometime tonight
edit: okay thats committed. had to fix a memory leak in the patch first
edit: okay thats committed. had to fix a memory leak in the patch first
Last edited by bitplane on Sun Oct 22, 2006 7:48 pm, edited 1 time in total.
For those interested on what I had to do to make irrlicht do this .
I have now submitted the patches I had to create to make this work in the patch tracker.
Located here.
I have now submitted the patches I had to create to make this work in the patch tracker.
Located here.