Shadow feature request
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Shadow feature request
Would Irrlicht be able to have better faster shadows, any different kind?
Maybe projective planar?
Maybe projective planar?
That would be illogical captain...
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thus we need decal scene node.christianclavet wrote:Would it be hard to project some kind of "decals" at the position of the object to simulate shadows? (Like a small circle on the ground like we see on some games?)
This fake shadows seem to be used on lots of old games and doesnt seem to take much GPU ressource.
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But we won't get a decal scene node until we have Eddie Van Halen on guitar.
Please upload candidate patches to the tracker.
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How To Ask Questions The Smart Way
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we already have one in irrExt i thought...
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Pardon me was confused with this irrExtensions made by Acki
http://irrlicht.sourceforge.net/phpBB2/ ... extensions
http://irrlicht.sourceforge.net/phpBB2/ ... extensions
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Per Pixel?
What about improvements to the per pixel lighting? It seems to be doing it half per vertex half per pixel.
That would be illogical captain...
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
Re: Per Pixel?
I guess u need some new eyes...3DModelerMan wrote:What about improvements to the per pixel lighting? It seems to be doing it half per vertex half per pixel.
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Or perhaps go back to 3dmodeling,man
Dont complain about features without submitting at least 100 lines of usable code. Plus,
Xeffects, THE SHADER PIPELINE.
Irrlicht supports shaders? no way!
Shadows are dime a dozen.you can get shadow shaders from every second blog,you might even be able to get one thats compatible with irrlicht,wait,did i mention xeffects?
Anyway,maybe posting at 3am is bad for the crowd,but seriously
Dont complain about features without submitting at least 100 lines of usable code. Plus,
Xeffects, THE SHADER PIPELINE.
Irrlicht supports shaders? no way!
Shadows are dime a dozen.you can get shadow shaders from every second blog,you might even be able to get one thats compatible with irrlicht,wait,did i mention xeffects?
Anyway,maybe posting at 3am is bad for the crowd,but seriously
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Xeffects?
Xeffects gives shader compiling errors that I don't know about.
But never mind, I guess the shadows are fine for now.
But never mind, I guess the shadows are fine for now.
That would be illogical captain...
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Did you post in the XEffects thread the errors? im sure myself and blindside and others would be more then glad to help you get it working. Plus, i will give you some links to simple shadow casting shaders.
Sorry if i sounded a bit harsh but its not like the community will ignore your requests for help, most people ignore statements about irrlicht being half baked, when its a matter of getting off your ass and learning instead
Back to the point, graphics are awesome. good looking shadows are awesome, but there is one thing a lot of people forget, for better graphics, there are bigger requirements. i heard people complaining about performance on shadows, but thats been an issue in graphics for YEARS, its not new news. The techniques used in xeffects and other post process shadowing systems are much better then ones iv seen performance wise, plus it looks better.
just remember a common pitfall : when you want next gen graphics, it has a cost. there are millions of expensive techniqes and to see ones as good as xeffects without adding my own 6000 lines of code made me happy. irrlicht is more then capable of awesome graphics(as you will see in mine and blindsides game soon enough).
Hope this helps,
PS : here are some really solid foundations in shaders.
the texturing one has projective mapping as an example,
http://www.ozone3d.net/tutorials/glsl_texturing.php
http://www.ozone3d.net/tutorials/glsl_l ... _phong.php
and the home page is obviously, http://www.ozone3d.net/tutorials/index_glsl.php
have fun, and ask for help
Sorry if i sounded a bit harsh but its not like the community will ignore your requests for help, most people ignore statements about irrlicht being half baked, when its a matter of getting off your ass and learning instead
Back to the point, graphics are awesome. good looking shadows are awesome, but there is one thing a lot of people forget, for better graphics, there are bigger requirements. i heard people complaining about performance on shadows, but thats been an issue in graphics for YEARS, its not new news. The techniques used in xeffects and other post process shadowing systems are much better then ones iv seen performance wise, plus it looks better.
just remember a common pitfall : when you want next gen graphics, it has a cost. there are millions of expensive techniqes and to see ones as good as xeffects without adding my own 6000 lines of code made me happy. irrlicht is more then capable of awesome graphics(as you will see in mine and blindsides game soon enough).
Hope this helps,
PS : here are some really solid foundations in shaders.
the texturing one has projective mapping as an example,
http://www.ozone3d.net/tutorials/glsl_texturing.php
http://www.ozone3d.net/tutorials/glsl_l ... _phong.php
and the home page is obviously, http://www.ozone3d.net/tutorials/index_glsl.php
have fun, and ask for help
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I also think, that we needn't new shadows techniques in Irrlicht core. Why? Many Irrlicht users works on small projects, so for it shadow volumes from Irrlicht core are enought. If You need better shadows You can use shaders in Irrlicht, so what is problem? If You don't like write shaders You can use XEffect by BlindSide, this shadows looks very good. If we talking about Irrlicht shadows will be good, if we will have access to floating point textures, but I think this feature is on TODO Irrlicht Developer list, so it's OK
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