Radiosity Normal Mapping for Irrlicht

Discuss about anything related to the Irrlicht Engine, or read announcements about any significant features or usage changes.
hendu
Posts: 2600
Joined: Sat Dec 18, 2010 12:53 pm

Re: Radiosity Normal Mapping for Irrlicht

Post by hendu »

for (u32 i = 0; i < node->getMaterialCount(); ++i) {
for (u32 t = 0; t < _IRR_MATERIAL_MAX_TEXTURES_; ++t) {
The_Glitch
Competition winner
Posts: 523
Joined: Tue Jan 15, 2013 6:36 pm

Re: Radiosity Normal Mapping for Irrlicht

Post by The_Glitch »

Better?

Code: Select all

for (u32 i = 0; i < node_Alley->getMaterialCount(); ++i)
    {
        for (u32 t = 0; t < _IRR_MATERIAL_MAX_TEXTURES_; ++t);
        node_Alley->getMaterial(i).TextureLayer[i].AnisotropicFilter = 8;
 
    }
mongoose7
Posts: 1227
Joined: Wed Apr 06, 2011 12:13 pm

Re: Radiosity Normal Mapping for Irrlicht

Post by mongoose7 »

You've got a programming error there. 'i' can't index both material and texture. Perhaps if you try a desk check with pencil and paper you might find your error.
The_Glitch
Competition winner
Posts: 523
Joined: Tue Jan 15, 2013 6:36 pm

Re: Radiosity Normal Mapping for Irrlicht

Post by The_Glitch »

Improved the normal map shading a bit more also gave traditional normal maps the ability to some what self shadow. So as it stands these shaders can use ssbump maps or regular normal maps.
Added a user control variable for bump strength.

Removed Deprecated picture.
Last edited by The_Glitch on Tue May 05, 2015 1:04 pm, edited 1 time in total.
hendu
Posts: 2600
Joined: Sat Dec 18, 2010 12:53 pm

Re: Radiosity Normal Mapping for Irrlicht

Post by hendu »

Now the walls have been under constant meteor bombardment on the moon for a few thousand years ;) (also, isn't it so much nicer with aniso?)
The_Glitch
Competition winner
Posts: 523
Joined: Tue Jan 15, 2013 6:36 pm

Re: Radiosity Normal Mapping for Irrlicht

Post by The_Glitch »

LOL used a high resolution normal map and assuming I got the loop for aniso working right :P
Noiecity
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Joined: Wed Aug 23, 2023 7:22 pm
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Re: Directional Lightmaps for Irrlicht

Post by Noiecity »

Mel wrote: Thu Jan 01, 2015 7:03 pm Adding more lights and placing them in the right spots, have you ever heard of the term "fakeosity" ;)

Image

It is much more of an artistical resource than computational but when it is well used it produces almost the same results, and the lights still work on the dynamic objects, thus, it is even a more convenient solution than baking the lighting into a texture when you may have many lights available.
"fakeosity" lmao
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