Post Your Irrlicht Screenshots / Render Here.

Post your questions, suggestions and experiences regarding to Image manipulation, 3d modeling and level editing for the Irrlicht engine here.
devsh
Competition winner
Posts: 2057
Joined: Tue Dec 09, 2008 6:00 pm
Location: UK
Contact:

Re: Post Your Irrlicht Screenshots / Render Here.

Post by devsh »

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
wing64
Competition winner
Posts: 242
Joined: Wed Jul 23, 2008 2:35 am
Location: Thailand
Contact:

Re: Post Your Irrlicht Screenshots / Render Here.

Post by wing64 »

Showcase rendering from ARSA Framework.
Image
devsh
Competition winner
Posts: 2057
Joined: Tue Dec 09, 2008 6:00 pm
Location: UK
Contact:

Re: Post Your Irrlicht Screenshots / Render Here.

Post by devsh »

mind posting the sources for the old man and the 3d head scan?

RSM...-> still use Reflective Shadow Maps for GI?
wing64
Competition winner
Posts: 242
Joined: Wed Jul 23, 2008 2:35 am
Location: Thailand
Contact:

Re: Post Your Irrlicht Screenshots / Render Here.

Post by wing64 »

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).
wing64
Competition winner
Posts: 242
Joined: Wed Jul 23, 2008 2:35 am
Location: Thailand
Contact:

Re: Post Your Irrlicht Screenshots / Render Here.

Post by wing64 »

ARSA Framework: Cell shading
Image
chronologicaldot
Competition winner
Posts: 688
Joined: Mon Sep 10, 2012 8:51 am

Re: Post Your Irrlicht Screenshots / Render Here.

Post by chronologicaldot »

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. :)
wing64
Competition winner
Posts: 242
Joined: Wed Jul 23, 2008 2:35 am
Location: Thailand
Contact:

Re: Post Your Irrlicht Screenshots / Render Here.

Post by wing64 »

You right, i didn't make them i download from http://www.nakasis.com. i done in rendering only and thanks for comments :D
hendu
Posts: 2600
Joined: Sat Dec 18, 2010 12:53 pm

Re: Post Your Irrlicht Screenshots / Render Here.

Post by hendu »

Dat moire ;)

To be serious, looks good.
Vectrotek
Competition winner
Posts: 1087
Joined: Sat May 02, 2015 5:05 pm

Re: Post Your Irrlicht Screenshots / Render Here.

Post by Vectrotek »

Holy Sh1t!!
Mel
Competition winner
Posts: 2292
Joined: Wed May 07, 2008 11:40 am
Location: Granada, Spain

Re: Post Your Irrlicht Screenshots / Render Here.

Post by Mel »

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... :D Illustrating rendertarget usage, to render the text on the book, and pretty much that's the most it has XD
Image
Image

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
hendu
Posts: 2600
Joined: Sat Dec 18, 2010 12:53 pm

Re: Post Your Irrlicht Screenshots / Render Here.

Post by hendu »

When you send the patch ;)
Post Reply