hdrr(hdr) for irrliht
hdrr(hdr) for irrliht
is there any way any of the next versions is going to have support for hdrr(hdr) http://en.wikipedia.org/wiki/High_dynam ... _rendering
Last edited by zenaku on Fri May 11, 2007 6:02 pm, edited 1 time in total.
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IrrLua - a Lua binding for Irrlicht
http://irrlua.sourceforge.net/
IrrLua - a Lua binding for Irrlicht
http://irrlua.sourceforge.net/
its not modified
like in any other engine youve to write the shader yourself and add it to the engine although a post processor class would be nice
greetings,
halan
like in any other engine youve to write the shader yourself and add it to the engine although a post processor class would be nice
greetings,
halan
My Blog: http://www.freakybytes.org
There just isn't a prebuilt scene node for full screen post processing filters (but there are at least some code examples in the forum). It really depends on the complexity of the scene but as a "quick and dirty" solution I'd do the following (may look weird using huge objects etc. and may be slow depending on your blurring etc.):
Depending on your blur you may need more different nuances.
Let's define some distances/variables:
A: distance to the focused point
B: the range within you see everything sharp
Start ...
Render everything further away than A+B/2.
Blur the scene.
Render everything between A+B/2 and A-B/2.
Render everything nearer than A-B/2 to a texture.
Blur the texture.
Add the texture to the scene.
... finished
You could also blur everything using rescaled textures - should be quite fast then.
Depending on your blur you may need more different nuances.
Let's define some distances/variables:
A: distance to the focused point
B: the range within you see everything sharp
Start ...
Render everything further away than A+B/2.
Blur the scene.
Render everything between A+B/2 and A-B/2.
Render everything nearer than A-B/2 to a texture.
Blur the texture.
Add the texture to the scene.
... finished
You could also blur everything using rescaled textures - should be quite fast then.
HDR is not simply blur.
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IrrLua - a Lua binding for Irrlicht
http://irrlua.sourceforge.net/
IrrLua - a Lua binding for Irrlicht
http://irrlua.sourceforge.net/
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- Posts: 81
- Joined: Sat Sep 09, 2006 6:46 am
For the most part, yeah, HDR is taking the image, blurring it, increasing it's intensity, then blending it at 50% with the main scene. From that point, you'd average the pixels in the center, and 4 corners, and use that for your overall screen intensity. If you don't believe me, load up Half-Life 2. The next step below HDR is Bloom (Will give the SAME effect, without the realistic feel of light-in-the-eyes intensity). All HDR is, is adding the matter of light to affect it. This is actually explained with pictures in Half-Life 2: Lost Coast. .
Oh, also, there is no shader that is OpenGL Only. If anything, it's an OpenGL Shader File which can (With some work) be converted to a HLSL file for DirectX. (Atleast, I believe).
Oh, also, there is no shader that is OpenGL Only. If anything, it's an OpenGL Shader File which can (With some work) be converted to a HLSL file for DirectX. (Atleast, I believe).
btw before you touch those state variables rember one thing!!!!! Opengl has no world matrix, its model view so if your object is a child to the camera and the camera rotates gl_normalmatrix will not rotate your normals. i wasted 2 hours trying to find out this. so take care.
"Irrlicht is obese"
If you want modern rendering techniques learn how to make them or go to the engine next door =p
If you want modern rendering techniques learn how to make them or go to the engine next door =p
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- Posts: 81
- Joined: Sat Sep 09, 2006 6:46 am
Well it's possible to do everything without shaders, i'd just be slow because you'd be doing thousands of maths a second... But Irrlicht needs a way to shader the screen nontheless. It seems DirectX is capable of this because the display context is composed of triangles... I'll look into allowing this.