Effect Files In Irrlicht 1.4

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Are effect files important? Do they even matter?

Yes
11
92%
No
1
8%
 
Total votes: 12

dlangdev
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Effect Files In Irrlicht 1.4

Post by dlangdev »

been wondering about what irrlicht developers think about effect files.

here's a question for you core developers out there. how do you see effect files integrating into the API?

do you see it being matched to ISceneNode? or something else?

thanks for your time.
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dlangdev
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Post by dlangdev »

by the way, i found this article about effect files interesting.

http://www.toymaker.info/Games/html/effects_files.html
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hybrid
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Post by hybrid »

Niko already mentioned on the Wiki that he's also thinking about effect files. Don't know how much he's working on this, though. We have to go for the irrlicht files formats first, etc. But you could support him in implementing some initial version...
FlyingIsFun1217
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Post by FlyingIsFun1217 »

Call me stupid for not knowing, but what are 'effect' files? Shaders? What are their purposes?

Thanks!
FlyingIsFun1217
dlangdev
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Post by dlangdev »

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Virion
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Post by Virion »

FlyingIsFun1217 wrote:Call me stupid for not knowing, but what are 'effect' files? Shaders? What are their purposes?

Thanks!
FlyingIsFun1217
It's something like Ogre engine's material file. It makes the setup of materials, textures, shaders, etc more easily.
JP
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Post by JP »

No no, they're Direct X shaders, as the link dlangdev posted says!
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Saturn
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Post by Saturn »

JP wrote:No no, they're Direct X shaders, as the link dlangdev posted says!
Nope, actually it is more like Ogre materials than plain shaders. It is Ogre materials with shaders embedded all in one file one could say, but missing many features of Ogre materials.

Still very interesting. Will this be DirectX only then and will everything be supported?
dlangdev
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Post by dlangdev »

in rendermonkey, i'm seeing opengl es 2.0 being used side-by-side with directx.

runs absolutely fantastic on my radeon 3850 card.

it seems that the sample effects ran faster on opengl than directx. but i can't validate it with numbers.

that could probably be the answer to your question.

not sure how irrlicht core developers will fold it into the api, though.
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FuzzYspo0N
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Post by FuzzYspo0N »

i thhink the possibilty to make an effect file in an editor like say, rendermonkey by amd or the nvidia fx composer and use it as is wud be awesome , it wud make a hell of a lot more games use shaders and most likely improve the look of things.

i love shaders they obvoiously are incredibly useful... and i think irrlicht is good at handling them but wud be way better at handlindg multiple passes, techniques etc...
dlangdev
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Post by dlangdev »

sample output:

1) blender: create geometry. then export to 3ds format.

2) rendermonkey: import 3ds file, then add vertex and fragment shaders.

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i can't believe what i'm seeing.

simply awesome.
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dlangdev
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Post by dlangdev »

here's another sample.

no texturing work using 2d paint app required.

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dlangdev
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Post by dlangdev »

i can't get enough of it, so here's more...

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