Page 3 of 8

Posted: Fri Mar 26, 2010 3:25 pm
by ent1ty
It says segmentation fault / access violation

Posted: Fri Mar 26, 2010 3:50 pm
by sudi
ok i know why. it assumes the scenecamera is already set before you init the deferred renderer. you can fix the problem with your version simply by putting the init call after the camera creation. this bug will be fixed in the new version i uploaded right now :D

PS: link is as always in the first post

Posted: Fri Mar 26, 2010 4:26 pm
by ent1ty
Oh, cool, everything seems to work. And it looks very nice :)

Posted: Sat Mar 27, 2010 11:22 am
by sudi
Update: added linux support and fixed some bugs

Posted: Sat Mar 27, 2010 3:55 pm
by MikeDee
wow this looks freakin impressive ! :o

Deferred lightning is one of the few things ogre3d has that irrlicht doesn't, and one of my most wanted features. I'm glad you're pulling this off !

I think your really should make demos/examples. Very few people start learning on how to use a lib without first seeing it in action.

Posted: Sun Mar 28, 2010 3:04 am
by Lonesome Ducky
I'd love to see this in directx, a lot of my post processing shaders are written in that. Do you have any plans on support directx?

Posted: Sun Mar 28, 2010 3:01 pm
by sudi
well thats a question of porting the shaders. i don't know hlsl.

Posted: Sun Mar 28, 2010 3:23 pm
by shadowslair
@Sudi: Please upload binaries too with every release. This way everyone may take a peek in just a few seconds without the need of setting a project and building himself. I`m sure much more feedback will be given. Running way too slow for me though... :? ATI hates GLSL. :lol:

Posted: Sun Mar 28, 2010 4:20 pm
by ent1ty
This is a great addition indeed, but I have problems with fps even when using just base irrlicht :lol:

Posted: Sun Apr 04, 2010 5:07 am
by etal2009
I'm currently getting a 'unhandled exception/access violation' when running the current build with the code in the first post. I had to add two #pragma lines since im using vc++, but other than that, I'm using the code you posted.

Posted: Wed Jun 09, 2010 11:47 pm
by ACE247
Maybe you could upload the Source of this project. I wouldn't mind converting the shader's. :)

Posted: Thu Jun 10, 2010 9:39 am
by BlindSide
Oh wow I almost missed this, nice work Sudi!

I'll check out your shadow mapping implementation to make sure there aren't any tricks I've missed (For when I integrate into Irrlicht). :)

Posted: Thu Jun 10, 2010 1:13 pm
by ACE247
BlindSide wrote: (For when I integrate into Irrlicht). :)
Please do, cant wait to test this under DirectX. :D

Posted: Thu Jun 10, 2010 4:46 pm
by Viz_Fuerte
Show the source code in the future? :idea:
I think it can greatly improve the speed and compatibility.

PD: Can you compile the examples into an .exe? :lol:

BYE!!

Posted: Tue Jul 06, 2010 12:55 am
by stefbuet
Hey,
I saw in the shaders that you put the position of each pixel in a render target, but you can get this position from the depth map so it's some wasted memory? Maybe I'm wrong! :?