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Re: XEffects - Reloaded - New Release (V 1.3)
Posted: Mon Jun 22, 2015 9:59 pm
by Harch
Somebody repaired xEffects? What about other approaches?
Re: XEffects - Reloaded - New Release (V 1.3)
Posted: Tue Jun 23, 2015 12:54 am
by christianclavet
Hi, This is Nadro answer about the transparency problem:
This is the best solution to handle alpha + shaders with Irrlicht from SVN:
- Use standard SOLID material as a base material.
- Set SMaterial::BlendOperation to EBO_ADD;
- Set SMaterial::BlendFactor to pack_textureBlendFunc(EBF_SRC_ALPHA, EBF_ONE_MINUS_SRC_ALPHA);
With this solution you don't need separate materialType for solid and transparent shaders, you can just change SMaterial::BlendFactor, however old solution should works too.
You can check this thread. Where I reported the problem.
http://irrlicht.sourceforge.net/forum/v ... =7&t=50805
Re: XEffects - Reloaded - New Release (V 1.3)
Posted: Tue Jun 23, 2015 11:41 am
by Harch
I do so. It turned out that all the shadows drawn EXCEPT the shadow from a cube with an alpha channel. I would like to and from the shadows drawn. So, I could not just the cube add processing shadows ... But I want to see the shadow, and from the letters of the cube.
Give a link to the thread, please. Because the old solution does not work. I will write to it...
Code:
Code: Select all
cube->getMaterial(0).MaterialType = video::EMT_SOLID;
cube->getMaterial(0).BlendOperation = EBO_ADD;
cube->getMaterial(0).BlendFactor = pack_textureBlendFunc(EBF_SRC_ALPHA, EBF_ONE_MINUS_SRC_ALPHA);
effect->addShadowToNode(cube, filterType, ESM_CAST);
Re: XEffects - Reloaded - New Release (V 1.3)
Posted: Wed Aug 05, 2015 10:20 am
by mongoose7
Harch wrote:While mongoose7 is preparing an example may be someone who understands the shaders, look, why xEffects not work with a transparent material, please?
Done:
http://irrlicht.sourceforge.net/forum/v ... 36#p294636
Re: XEffects - Reloaded - New Release (V 1.3)
Posted: Mon Aug 10, 2015 10:19 am
by mongoose7
Harch wrote:Somebody repaired xEffects? What about other approaches?
Hmm, I don't know that XEffects is broken.
I'm actually not convinced that you have fixed EffectCB.h as previously suggested. That is, change
to
and change
to
Note that the screenshot was taken with Irrlicht Trunk. I tried with 1.8.1 and could only get one light to show (green) but there was no trouble with the transparent cube. Is there a problem with TRANSPARENT_ADD_COLOR in 1.8.1? This is what XEffects uses to combine the lighting passes.
Re: XEffects - Reloaded - New Release (V 1.3)
Posted: Mon Sep 07, 2015 3:32 am
by BlindSide
Good question Mongoose. If someone wants to share an updated package, I can put the link on the main page. Or perhaps I can chuck it on github and link to that? I'm surprised people are still using this to be honest.
Cheers,
Re: XEffects - Reloaded - New Release (V 1.3)
Posted: Mon Sep 07, 2015 4:05 am
by BlindSide
Hi all, I've updated the first post to link to the new github page and fixed the TexVar issue while I'm at it.

Re: XEffects - Reloaded - New Release (V 1.3)
Posted: Mon Sep 07, 2015 9:23 am
by CuteAlien
Yay, BlindSide is back!
Re: XEffects - Reloaded - New Release (V 1.4)
Posted: Tue Sep 08, 2015 7:01 am
by Harch
Mongoose7, is this OpenGL or DirectX? In DirectX all is OK, but in OpenGL shadows from transparent objects (ALPHA_CHANNEL_REF) don't work.
My irrlicht is Irrlicht 1.8.1 (not latest build 1.9).
Re: XEffects - Reloaded - New Release (V 1.4)
Posted: Tue Sep 08, 2015 3:37 pm
by mongoose7
You have to use 'trunk'. There appears to be a problem with 1.8.1. Fixes in trunk are not back-ported.
Re: XEffects - Reloaded - New Release (V 1.4)
Posted: Wed Sep 16, 2015 8:34 pm
by Harch
I'll try that, thanks.
I will write when checking this.
P.S. Please give me a link to "trunk".
Re: XEffects - Reloaded - New Release (V 1.4)
Posted: Wed Sep 16, 2015 9:53 pm
by CuteAlien
Link to trunk:
http://sourceforge.net/p/irrlicht/code/HEAD/tree/
You will need a svn client to download it (on Windows people mostly use TortoiseSVN).
Re: XEffects - Reloaded - New Release (V 1.4)
Posted: Thu Sep 17, 2015 1:47 am
by mongoose7
You can download a ZIP file ("Download snapshot").
Re: XEffects - Reloaded - New Release (V 1.4)
Posted: Fri Sep 18, 2015 7:31 pm
by Harch
I downloaded a last irrlicht trunk. And also I downloaded the xEffects from the first post. I compiled Irrlicht in release-fast-math-dll(and accurate-math too) mode (Code::Blocks). I included xEffects. I compiled this. And I get the same error: with a transparent cube shadows is no all, but without a transparent cube all is works (with OpenGL driver).
Re: XEffects - Reloaded - New Release (V 1.4)
Posted: Sat Aug 19, 2017 1:12 pm
by kilbith
Hello, Irrlicht newbie here.
I'm trying to add shadow mapping to a large mesh (a whole voxel terrain). But all I'm getting is some large "blinking" squarred shadows over the terrain. A screenshot explains better :
http://imgur.com/MGWHgmf
Here is a code snippet :
Code: Select all
EffectHandler *effect = &(*(new PostProcess(device, driver))->m_effect);
effect->addPostProcessingEffectFromFile(core::stringc("client/shaders/postprocessing/BlurHP.glsl"));
effect->addPostProcessingEffectFromFile(core::stringc("client/shaders/postprocessing/BlurVP.glsl"));
effect->addPostProcessingEffectFromFile(core::stringc("client/shaders/postprocessing/BloomP.glsl"));
scene::ISceneNode *m_map = smgr->getSceneNodeFromId(666);
m_map->setMaterialFlag(video::EMF_LIGHTING, false);
E_FILTER_TYPE filterType = (E_FILTER_TYPE)4;
effect->addShadowToNode(m_map, filterType, ESM_BOTH);
effect->addShadowLight(SShadowLight(512, v3f(-150, 500, -150), v3f(5, 0, 5),
video::SColor(255, 255, 255, 255), 20.0f, 60.0f, 30.0f * core::DEGTORAD));
What I'm doing wrong ?