Geometry Shaders for Irrlicht(development closed till later)

Post those lines of code you feel like sharing or find what you require for your project here; or simply use them as tutorials.
devsh
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Geometry Shaders for Irrlicht(development closed till later)

Post by devsh »

HELP I NEED SOMEONE WITH "GLU" or something that is able to make triangle strips out of triangles.

basically i need this converted to triangle strips (can be more than one), but using less than 86 vertices.

this image shows what i want to have less than 86 verts

Image


ORIGINAL
due to the fact that i hate windows and dx and also that there is no support for dx 10 in irrlicht there will be no geometry shaders for DirectX made by me.

However I made geometry shaders for irrlicht OpenGL... they are fun and you can also query a EVDF_GEOMETRY_SHADER feature to see if the card supports them.

I will post screenies and upload code... but unfortunately im a bit lazy to make a patch file(worked on the whole thing quite long). so you will have to read CNullDriver OpenGLDriver COpenGLGLSLMaterialRenderer, COpenGLExtensionHandler h and cpp to copy stuff up.
Last edited by devsh on Fri Jan 08, 2010 12:06 pm, edited 2 times in total.
devsh
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Post by devsh »

extrusion...

Image

geom shaders work in irrrlicht!!
devsh
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Post by devsh »

fur shader with geometry shad

Image
Virion
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Post by Virion »

extrusion one looks good. but the fur shader... it doesn't look like fur, though.
devsh
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Post by devsh »

you people amaze me, I make anext gen addition to the engine and no one is interested?
kvakvs
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Post by kvakvs »

New technology is best to popularize with examples.
Give them some useful examples. Extrusion one was good, but more screenshots in different situations.
Give some easy way to touch your technology, like a sandbox application with some choices and tickboxes to click and to see the difference on screen.
hybrid
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Post by hybrid »

There's no benefit visible from your screenshots. Moreover, I still see no code, so no one really believes that you made anything.
Viz_Fuerte
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Post by Viz_Fuerte »

ummm, It could use some geometric shader (extrusion) to accelerate the process of creating shadows.

:shock: :shock: :shock:
devsh
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Post by devsh »

how about we do geo mip mapping on the GPU???

meaning terrain rendering in UberDetail with geometry shaders.
Nadro
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Post by Nadro »

Performance of GS shaders is very poor (mainly on NVIDIA cards, on ATI is better), so it isn't good idea I think.
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
Halifax
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Post by Halifax »

devsh...do you honestly ever listen to anyone's criticism? Or do you just always think that someone with constructive criticism is out to get you? Because you don't seem to be improving or taking advice at all.
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Dorth
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Post by Dorth »

Well, to be fair, he posted the source when challenged instead of turtling with it... To me, that jump to my face because I was certain it would play differently and in a rather much uglier way. So that was impressive. Overall, though, yeah, devsh, it seems like you even border regression on some things. Calm down, get a more open mindset, read more, post less (as in, don't spam a thread) and just let it roll more ^^

Now, I find it really nice what you did and even if it is slower NOW on some architecture, there's no telling it'll still be the same in 2 years, in fact, I expect quite the contrary, and by then, our code will be ready, so good job.
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Post by Halifax »

Well I'm just saying, even with programmer art he should be able to get better screenshots than that. And I know it has been mentioned numerous times. I even said it one time while also complimenting him on his achievement.

Either way, I just feel that the advice goes unheard.
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porcus
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Post by porcus »

Good work! :D Image
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