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Posted: Thu May 03, 2007 3:56 pm
by TheGameMaker
yeah.. sry.. but it was acctlualy just the const char*[] and the material=gpu->createMaterial thingy... so if you like, i will give you a credit next time

Posted: Thu May 03, 2007 4:22 pm
by white tiger
great work. I like all the shaders very much. only i dislike this fact that in some shaders the nodes are visible trought the walls. Why you don't modify the irrlicht code and send a patch?
Posted: Thu May 03, 2007 4:57 pm
by TheGameMaker
great work. I like all the shaders very much. only i dislike this fact that in some shaders the nodes are visible trought the walls. Why you don't modify the irrlicht code and send a patch?
some?? its just the glass, isn´t it?? The Problem about is, that i would have to render the entire scene twice to get rid of it, and i think, this is realy annoying, so i frozen the projekt, until i realy need a glass shader...
Posted: Thu May 03, 2007 8:02 pm
by omaremad
Rendering the scene twice isnt a bad thing, it all depends on the shader length to transform ratio, If you have a few polygons and a huge shader its better off to do things in passes to gain advantge of GPU parallelism, lots of polygons but small shader then do the opposite.
Its about finding the balance, now the really new cards can find the balance for you by having a finite generic stream processors(can do both ps and vs shading) rather than having a finite and fixed number of vertex cores and pixel cores.
Posted: Fri May 04, 2007 10:47 am
by white tiger
some?? its just the glass, isn´t it??
yes, sorry

Posted: Mon May 07, 2007 11:07 am
by belfegor
Great shaders.
noreg wrote:Lavashader only shows a black screen on my Radeon 9800
cam position = 0; plane position = 0;
you have to resposition camera to see.Try to go a little up and then look down.
Posted: Mon May 07, 2007 3:55 pm
by TheGameMaker
yeah... sry.. i forget to mention... stupid me..
Posted: Sun Aug 19, 2007 2:20 am
by L1zb3th
Very Nice shaders !
actually some of them drop down the FPS very drastically ....
but, i loved the motion blurrrrrrrr, you're god, i couldnt archieve that effect TToTT
I Will use your shaders and of course you will have the credits
Au Revoir !
Posted: Sun Aug 19, 2007 1:35 pm
by paooolino
interesting

while trying your post-process coloring seems to have not good aliasing
WITHOUT SHADER
WITH SHADER
I love your work anyway

Posted: Sun Aug 19, 2007 3:37 pm
by Virion
looks good really. more realism.
Multiple effects
Posted: Wed Aug 22, 2007 1:46 am
by gammaray
TGM, is it possible to combine the post process effects You've made? For example Bloom + Motion blur?
Posted: Thu Aug 23, 2007 4:09 pm
by FuzzYspo0N
It is possible gammaray
If irrlicht lets me post, lol
Sigh this is third attempt to reply,
Its like a pipeline
render bloom -> blur the output -> render the output to scene
Code: Select all
driver->beginScene(true, true, video::SColor(0,0,0,0));
driver->setRenderTarget(Bloom->rt0, true, true, video::SColor(0,0,0,0));
smgr->drawAll();
driver->setRenderTarget(Blur->rt0, true, true, video::SColor(0,0,0,0));
Bloom->render();
driver->setRenderTarget(0);
Blur->render();
guienv->drawAll();
www.owned.co.za/menu.zip
here is a working example,
i take no responsibility for the bugs in this app, its just a menu running bloom and radial blur, its safe, its just buggy
Hope this helps
FuzzY
Edit :: ill add the shots for those who wanna see here,
Before

After

Posted: Sat Aug 25, 2007 9:36 am
by Virion
Looks nice.

Posted: Sat Aug 25, 2007 10:14 am
by jingquan
Hey paooolino, how did you managed to get antialias to run on opengl?
Posted: Tue Aug 28, 2007 7:06 pm
by zany_001
that invisible one looks pretty sweet! to show of the bloom better,you should perhaps use a metallic scene?