Post Your Irrlicht Screenshots / Render Here.
Re: Post Your Irrlicht Screenshots / Render Here.
because in order to draw a world-space square in a non-linear transform, the triangle edges would have to be curved.
And still, the interpolation of vertex values (especially texture coordinates) per pixel for the shader to use has a linear perspective correction in mind.
So youd have to throw hardware interpolation of all vertex attributes out of the window and interpolate by hand in the pixel shader from 3 verts or whatever.
With regards to deferred.
You cant reconstruct pixel position from depth buffer anymore, etc.
Fun fact:
Even if you use non-linear transform for "not main screen" rendering, like dual paraboloids for reflections and/or shadows... if you use deferred rendering then your per-pixel projected sample positions will be in the completely wrong places than where the corresponding position of the triangle got rasterized to, in the dual paraboloid map
And still, the interpolation of vertex values (especially texture coordinates) per pixel for the shader to use has a linear perspective correction in mind.
So youd have to throw hardware interpolation of all vertex attributes out of the window and interpolate by hand in the pixel shader from 3 verts or whatever.
With regards to deferred.
You cant reconstruct pixel position from depth buffer anymore, etc.
Fun fact:
Even if you use non-linear transform for "not main screen" rendering, like dual paraboloids for reflections and/or shadows... if you use deferred rendering then your per-pixel projected sample positions will be in the completely wrong places than where the corresponding position of the triangle got rasterized to, in the dual paraboloid map
Re: Post Your Irrlicht Screenshots / Render Here.
Test rendering with ARSA Framework
Nyra model created by Paul Tosca from http://www.paultosca.com
More shots:
http://www.sarosworld.com/nyra/arsa_render_8773977.jpg
http://www.sarosworld.com/nyra/arsa_render_8818053.jpg
http://www.sarosworld.com/nyra/arsa_render_8871697.jpg
http://www.sarosworld.com/nyra/arsa_render_8915744.jpg
http://www.sarosworld.com/nyra/arsa_render_8987485.jpg
http://www.sarosworld.com/nyra/arsa_render_9043212.jpg
http://www.sarosworld.com/nyra/arsa_render_9110693.jpg
http://www.sarosworld.com/nyra/arsa_render_9170032.jpg
http://www.sarosworld.com/nyra/arsa_render_9249588.jpg
Nyra model created by Paul Tosca from http://www.paultosca.com
More shots:
http://www.sarosworld.com/nyra/arsa_render_8773977.jpg
http://www.sarosworld.com/nyra/arsa_render_8818053.jpg
http://www.sarosworld.com/nyra/arsa_render_8871697.jpg
http://www.sarosworld.com/nyra/arsa_render_8915744.jpg
http://www.sarosworld.com/nyra/arsa_render_8987485.jpg
http://www.sarosworld.com/nyra/arsa_render_9043212.jpg
http://www.sarosworld.com/nyra/arsa_render_9110693.jpg
http://www.sarosworld.com/nyra/arsa_render_9170032.jpg
http://www.sarosworld.com/nyra/arsa_render_9249588.jpg
Re: Post Your Irrlicht Screenshots / Render Here.
Showcase rendering from ARSA Framework.
Re: Post Your Irrlicht Screenshots / Render Here.
mind posting the sources for the old man and the 3d head scan?
RSM...-> still use Reflective Shadow Maps for GI?
RSM...-> still use Reflective Shadow Maps for GI?
Re: Post Your Irrlicht Screenshots / Render Here.
Head: http://www.ir-ltd.net/uploads/Infinite_Scan_Ver0.1.rar
Oldman: sorry, i forgot it. Yes, i used RSM with light propagation (LPV-crytek).
Oldman: sorry, i forgot it. Yes, i used RSM with light propagation (LPV-crytek).
Re: Post Your Irrlicht Screenshots / Render Here.
ARSA Framework: Cell shading
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Re: Post Your Irrlicht Screenshots / Render Here.
Not bad *nodding-with-smile* The wireframes look kinda creepy, lol. The 3D models' heads are too big, but maybe that's just the angle they are viewed from. (I see you didn't make them, though, right? Or did you?...)
The rendering looks good.
The rendering looks good.
Re: Post Your Irrlicht Screenshots / Render Here.
You right, i didn't make them i download from http://www.nakasis.com. i done in rendering only and thanks for comments
Re: Post Your Irrlicht Screenshots / Render Here.
Dat moire
To be serious, looks good.
To be serious, looks good.
Re: Post Your Irrlicht Screenshots / Render Here.
Color+Faster FPS??? How is this possible
for explanations go to
http://irrlicht.sourceforge.net/forum/v ... 98#p296198
for explanations go to
http://irrlicht.sourceforge.net/forum/v ... 98#p296198
Re: Post Your Irrlicht Screenshots / Render Here.
Some Irrlicht simple usage... is it so odd now a days to see irrlicht alone working, without tons of visual effects, or shaders...
Slowly, but steady i get nice things... Illustrating rendertarget usage, to render the text on the book, and pretty much that's the most it has XD
In the final version, i will use FXAA for the antialiasing
When will the support for cubemaps be ready for the Direct3D driver? O.o
Slowly, but steady i get nice things... Illustrating rendertarget usage, to render the text on the book, and pretty much that's the most it has XD
In the final version, i will use FXAA for the antialiasing
When will the support for cubemaps be ready for the Direct3D driver? O.o
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
Re: Post Your Irrlicht Screenshots / Render Here.
When you send the patch