![Razz :P](./images/smilies/icon_razz.gif)
One thing you can try is search and replace "EVST_VS_3_0" with "EVST_VS_2_0" in EffectHandler.
The proper fix is to recompile Irrlicht using a newer DX SDK, the error occurs on the outdated ones.
Replacing "EVST_VS_3_0" with "EVST_VS_2_0" didn't help.BlindSide wrote:Seriously I might just stop supporting Intel graphics cards
One thing you can try is search and replace "EVST_VS_3_0" with "EVST_VS_2_0" in EffectHandler.
The proper fix is to recompile Irrlicht using a newer DX SDK, the error occurs on the outdated ones.
BlindSide wrote:What happened when you replaced EVST_VS_3_0 with EVST_VS_2_0?
Blindside in the first post wrote: Multiple infinite additive lights...
There is no limitation because it's doing the lighting with multiple passes. One pass per light, and each time the current pass shadow is accumulated in a buffer. The only limit is your hardware speed.AW111 wrote:Yes, but there are hardware limitations, are there not? How does XEffects deal with the video card limits ?
I've been thinking about that, and I think a post process pass is cheaper then a depth scene render one. I'm going to try this pattern :BlindSide wrote:Yeah there's 2 passes because I want to make it flexible and do the lighting additively, so you don't have to alter the scene materials. If you are skilled enough to integrate the shadowmapping code into your own materials than feel free to do that to save a pass per light