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Posted: Tue Mar 29, 2011 1:53 pm
by Brainsaw
ent1ty wrote:Terrains look soooo much better with detail maps :wink:
Yea ... I know ... but as this is (still) only a techdemo I won't invest too much work into the look ;)

Posted: Tue Mar 29, 2011 2:50 pm
by ent1ty
Uhm.. you do understand that you only need to change the material type and get a texture from irrlicht media directory, right?

Posted: Tue Mar 29, 2011 3:41 pm
by serengeor
ent1ty wrote:Uhm.. you do understand that you only need to change the material type and get a texture from irrlicht media directory, right?
Thats time consuming! :D

Posted: Tue Mar 29, 2011 3:46 pm
by ChaiRuiPeng
serengeor wrote:
ent1ty wrote:Uhm.. you do understand that you only need to change the material type and get a texture from irrlicht media directory, right?
Thats time consuming! :D
im such a terrible arist i just have about a stunning gallery of 3 textures i use for all testing in all my projects :)

Posted: Tue Mar 29, 2011 3:52 pm
by serengeor
ChaiRuiPeng wrote:
serengeor wrote:
ent1ty wrote:Uhm.. you do understand that you only need to change the material type and get a texture from irrlicht media directory, right?
Thats time consuming! :D
im such a terrible arist i just have about a stunning gallery of 3 textures i use for all testing in all my projects :)
I'm a terrible artist too, so I usually go to a website like http://www.cgtextures.com/ and grab the first textures that catches my eye :P

Posted: Tue Mar 29, 2011 4:01 pm
by ChaiRuiPeng
might as well post my wip drag-n-drop style physics&&AI sandbox.

once i get a nice clean gui interaction going on i think i will announce formally..

im trying to integrate it with openal to get sounds when one block hits another.
you can move the cursor around freely and select/drag/create/delete different blocks (powered by bullet physics)

what should i work on tonight hm... i could either finish the gui panel or add support for character dynamics and animated meshes

Image

Posted: Tue Mar 29, 2011 4:19 pm
by Radikalizm
ChaiRuiPeng wrote:im trying to integrate it with openal to get sounds when one block hits another.
Don't bother with native OpenAL if that's the only thing you want to do, use an existing wrapper (maybe cAudio) or another simple audio library like irrKlang

Posted: Tue Mar 29, 2011 4:23 pm
by ChaiRuiPeng
Radikalizm wrote:
ChaiRuiPeng wrote:im trying to integrate it with openal to get sounds when one block hits another.
Don't bother with native OpenAL if that's the only thing you want to do, use an existing wrapper (maybe cAudio) or another simple audio library like irrKlang
i was considering caudio.

Posted: Wed Mar 30, 2011 6:31 am
by Brainsaw
Brainsaw wrote:
ent1ty wrote:Terrains look soooo much better with detail maps :wink:
Yea ... I know ... but as this is (still) only a techdemo I won't invest too much work into the look ;)
I took another look at it and ... uploaded a new version with detailmap yesterday (also updated SVN). Looks way better ;)

Posted: Fri Apr 01, 2011 9:21 pm
by ent1ty
I did some work on post processing shaders today.

Scene without any pp
Image

with AA (depth based)
Image

with AA and bloom
Image

The AA shader needs a bit more fiddling to be perfect, but it's close to what i want :)

Posted: Fri Apr 01, 2011 10:36 pm
by Radikalizm
The bloom in the last shot seems a bit too much to me, are you using a constant value solution, or is it based on the scene luminance?

Posted: Sat Apr 02, 2011 7:23 am
by ent1ty
Yeah... the bloom sucks, need to improve it too. It's using a constant value.

Posted: Sat Apr 02, 2011 7:33 am
by serengeor
why so sharp edges?
Image

Posted: Sat Apr 02, 2011 7:52 am
by ent1ty
Because that one is the screen without antialiasing, lol.

Posted: Sat Apr 02, 2011 8:35 am
by serengeor
ent1ty wrote:Because that one is the screen without antialiasing, lol.
I know its without AA...
I meant why is lighting suddenly cut off like that?