Radiosity Normal Mapping for Irrlicht

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hendu
Posts: 2600
Joined: Sat Dec 18, 2010 12:53 pm

Re: Radiosity Normal Mapping for Irrlicht

Post by hendu »

for (u32 i = 0; i < node->getMaterialCount(); ++i) {
for (u32 t = 0; t < _IRR_MATERIAL_MAX_TEXTURES_; ++t) {
The_Glitch
Competition winner
Posts: 523
Joined: Tue Jan 15, 2013 6:36 pm

Re: Radiosity Normal Mapping for Irrlicht

Post by The_Glitch »

Better?

Code: Select all

for (u32 i = 0; i < node_Alley->getMaterialCount(); ++i)
    {
        for (u32 t = 0; t < _IRR_MATERIAL_MAX_TEXTURES_; ++t);
        node_Alley->getMaterial(i).TextureLayer[i].AnisotropicFilter = 8;
 
    }
mongoose7
Posts: 1227
Joined: Wed Apr 06, 2011 12:13 pm

Re: Radiosity Normal Mapping for Irrlicht

Post by mongoose7 »

You've got a programming error there. 'i' can't index both material and texture. Perhaps if you try a desk check with pencil and paper you might find your error.
The_Glitch
Competition winner
Posts: 523
Joined: Tue Jan 15, 2013 6:36 pm

Re: Radiosity Normal Mapping for Irrlicht

Post by The_Glitch »

Improved the normal map shading a bit more also gave traditional normal maps the ability to some what self shadow. So as it stands these shaders can use ssbump maps or regular normal maps.
Added a user control variable for bump strength.

Removed Deprecated picture.
Last edited by The_Glitch on Tue May 05, 2015 1:04 pm, edited 1 time in total.
hendu
Posts: 2600
Joined: Sat Dec 18, 2010 12:53 pm

Re: Radiosity Normal Mapping for Irrlicht

Post by hendu »

Now the walls have been under constant meteor bombardment on the moon for a few thousand years ;) (also, isn't it so much nicer with aniso?)
The_Glitch
Competition winner
Posts: 523
Joined: Tue Jan 15, 2013 6:36 pm

Re: Radiosity Normal Mapping for Irrlicht

Post by The_Glitch »

LOL used a high resolution normal map and assuming I got the loop for aniso working right :P
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