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Re: Deferred Rendering

Posted: Tue Nov 22, 2011 5:43 pm
by christianclavet
Can your irr renderer could be build easily on windows? (MSVC)? I checked for an archive of the full source but there none. For the moment Sudi one seem simpler to try out... (Not really looked at yours, and not tried Sudi yet)...

Re: Deferred Rendering

Posted: Tue Nov 22, 2011 7:15 pm
by ent1ty
hint: mine is better :P (although i have no shadows, yeah)

just click the get source button, a download will start, there's a c::b project with both windows and linux build targets
there are also two downloads: media.7z - media files needed to run RenderTest(a demo app) and bin.7z - pre-compiled linux binaries

Re: Deferred Rendering

Posted: Wed Nov 23, 2011 12:12 am
by Cube_
oh god, this is something I have been looking for!
Bookmark'd untill I need it (already have a scene with more than eight lights, but finishing the actually important code first :D)

Re: Deferred Rendering

Posted: Fri Dec 16, 2011 3:41 pm
by wiedzmin112
Do any post process effect can work with your project(like this http://irrlicht.sourceforge.net/forum/v ... ostprocess );

Re: Deferred Rendering

Posted: Sat Dec 17, 2011 8:54 pm
by sudi
wiedzmin112 wrote:Do any post process effect can work with your project(like this http://irrlicht.sourceforge.net/forum/v ... ostprocess );
I am not sure but my postprocess pipline(can be found in code snippets) works with it. Tried it.

Re: Deferred Rendering

Posted: Sat Dec 17, 2011 9:52 pm
by wiedzmin112
Thanks for reply but i have next problem.i cant setup your deferred rendering with new irrlicht and ms visual studio 2010.can you send me new or working version for ms visual studio 2010?i trying to add your lib to my editor.if it work you will be my superhero ;d.
Sorry for my veeeery bad english but i hope you understand

Re: Deferred Rendering

Posted: Sun Dec 18, 2011 11:06 am
by ACE247
The source to compile this is in the first post ;)

Re: Deferred Rendering

Posted: Sun Dec 18, 2011 2:43 pm
by wiedzmin112
Yes but it doesnt work too.(i have error on SceneManager->getVideoDriver()->setMaterial(SceneManager->getVideoDriver()->get2DMaterial()) or somethink like this in OnPostRender)

Re: Deferred Rendering

Posted: Mon Dec 19, 2011 8:23 am
by ACE247
I really don't know why it shouldn't work. All one has to do is recompile the Source with new Irrlicht (works with svn version i have too) in Visual Studio and get a .dll and a .lib add them to your project and voila! I've only done this with Code::Blocks and mingw compiler but I know it works without changing anything.
Maybe there's just a recent Irrlicht svn change I haven't downloaded yet that maybe changed something with the 2d screenquad.

Check the recent changes in SVN textfile and compare to Irrlicht version you're using, you'll soon figure out the problem, it doesn't look very trivial.

Re: Deferred Rendering

Posted: Mon Dec 19, 2011 4:43 pm
by wiedzmin112
OK i solve this problem.I just add after smgr->drawAll() line driver->setMaterial(driver->get2DMaterial()) and all works.
Thank for replies :)

Re: Deferred Rendering

Posted: Thu Dec 22, 2011 1:39 pm
by sudi
wiedzmin112 wrote:OK i solve this problem.I just add after smgr->drawAll() line driver->setMaterial(driver->get2DMaterial()) and all works.
Thank for replies :)
ok that seams wrong..even though i don't remember but that should actually cause an infinite render loop.....

Re: Deferred Rendering

Posted: Thu Dec 22, 2011 7:04 pm
by ent1ty
I think what he meant is he added in HIS application into the main loop the line
driver->setMaterial(driver->get2DMaterial())
AFTER calling
smgr->drawAll()

Re: Deferred Rendering

Posted: Sat Dec 01, 2012 9:21 pm
by JuggernautIRR
Where can I get the latest release of this addon and documentation on how to use it ?

Re: Deferred Rendering

Posted: Mon Dec 03, 2012 9:03 am
by ACE247
I still have the code and example, Will get around to uploading it after work.

Re: Deferred Rendering

Posted: Mon Dec 03, 2012 10:48 am
by sudi
is the download down? Will upload it again then.