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PostProcess

Posted: Thu Dec 11, 2008 7:02 pm
by sudi
I wanted to announce my postprocess lib.
Well its not a lib yet but it allows u without to much coding effort to use postprocessing.

An example:
You made a postprocess effect lets call it RadialBlur.effect

now u want to load that effect:

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AppFrame::graphic::IPostProcess* radialblur = new AppFrame::graphic::CPostProcess("RadialBlur.effect", irrlichtdevice);
 
now u loaded the effect. to use it u simply call

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radialblur->Render();
 
instead of SceneManager->drawAll();
Of course sometimes u want several effects chained after each other. lets say black_white is a pointer to a loaded effect file.

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black_white->Render(radialblur->getRenderTarget(), true);
radialblur->Render(0, false);
 
simple isn't it????
Well if u are done with everything simply call

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black_white->drop();
radialblur->drop();
 
and you are done.

have fun!!!
Download

Posted: Sat Dec 13, 2008 4:27 pm
by Halan
wow that is cool as your stuff always is sudi

i have 2 questions though.
What are the namespaces supposed to be? AppFrame?
And I think you once wrote in the XEffect forum that you tried to make the shadow mapping stuff as post process effect. Did you manage to do that?

Posted: Sat Dec 13, 2008 4:48 pm
by sudi
well u can see i added depthpass rendering to my postprocess class. but i kinda didn't make it. i even added camera parameters for each pipeline so it can be done but i didn't manage it....

Well all the stuff i have been posting lately is from my gameengine. and the main namespace of my engine is AppFrame

so yeah thats why.
nice that it works :D

Posted: Sun Dec 14, 2008 4:49 pm
by Katsankat
Thank you Sudi, it works great.