whater shader alpha release
whater shader alpha release
hello
iv been making a water shader and here is the prototype
it requires pixel shader2
and is written in hlsl(dx9)
see the screens
http://irrlicht.sourceforge.net/phpBB2/ ... &start=105
and here is the file containg 3 diffrent versions of the shader
http://www.savefile.com/filehost/files.php?fid=3043056
iv been making a water shader and here is the prototype
it requires pixel shader2
and is written in hlsl(dx9)
see the screens
http://irrlicht.sourceforge.net/phpBB2/ ... &start=105
and here is the file containg 3 diffrent versions of the shader
http://www.savefile.com/filehost/files.php?fid=3043056
I dont know much about neither HLSL or assembly but my guess would be that your HLSL uses some hardware on your 3D-card to do those special calculations of the shaders (my guess being in the shader2 part
) The result being some code that is hardware dependant so I dont really think its that easy to convert 
My thought were something like to do a software shader also. What i mean is lke in Irrlicht were you can either have your hardware calc. you 3D stuff or your software.
The result being some code producing about the same result just a little slower.
I hope I explained my thoughts right here
Any questions just ask
My thought were something like to do a software shader also. What i mean is lke in Irrlicht were you can either have your hardware calc. you 3D stuff or your software.
The result being some code producing about the same result just a little slower.
I hope I explained my thoughts right here
Any questions just ask
Call me Wice, Miami Wice!
i would continue if any gives me a few clues on how to load sevral textures
by that i mean the real shader experts
(2 i know of)
a portugese guy made a night vision shader for irrlicht (cant remember his name or link 2 him cant find the thread quitw old ver0.71)
ronnin//not sure if i spelt it right sorry
(glow shader)
or ofcourse niko
btw i found a simple toon shader for glsl but i dont know anything abut it
thank for your comments i will try to pm the eexperts if i can spell their name sright(sorry about that)
by that i mean the real shader experts
(2 i know of)
a portugese guy made a night vision shader for irrlicht (cant remember his name or link 2 him cant find the thread quitw old ver0.71)
ronnin//not sure if i spelt it right sorry
or ofcourse niko
btw i found a simple toon shader for glsl but i dont know anything abut it
thank for your comments i will try to pm the eexperts if i can spell their name sright(sorry about that)
Are u asking about textures in Irrlicht or in HLSL?i would continue if any gives me a few clues on how to load sevral textures
In HLSL and Cg u access a texture with
Code: Select all
sampler2D texture : TEXUNIT0
but that may not be what u're asking, so explain ur question more if I gave a completely irrelevant answer
You do a lot of programming? Really? I try to get some in, but the debugging keeps me pretty busy.
Crucible of Stars
Crucible of Stars
Irrlicht need a rework at shader farmework.
It is not that easy to use and not that powerfull.
It realy need a remake on the render framework:
-a new material renderer with layers better defined.
-a better buffer framework with more flexibility.
-a driver framework that has more functions(some functions have been added like AA) and let you combine various effects.
-to define a render area(like a monitor or just a part of it, like a texture or a part of a texture-for decalls).Render areas resive info from a camera like perspective retio ,with,height ,FOV , and other.
-textures that can accept a normat texture or an animation(fom a gif or a movie of from a camera-RTT or can accept layers of shaders combined with textures, ...)
+
very important :
The engine must be configurable by sending parameters to it:
by direct send, inside the program you are writing or by files that conteins configuration data.
So you must be able to configure allmost everithing from resolution, bit depth, refresh rate,directory where textures are,directory where models are , to
materials atached to the model(like how many layers they use and what contains each layer:like what taxture or what shader or what animation and what tipe of material :Solid -Solid with Alpha,dose is have reflaction and refraction any way done by shaders too, but a data base with some good materials would realy be very usefull and you would have just to select the one it sute you well or create one.)
Well Irrlicht is still young and hase a lot to go untill a non beta release, but I think Niko should consider conseeving a more powerfull and intuitive framework or if it hase not that much time to accept one framework made by the comunity(offcourse I think he should first anounce the comunity that he
makes a contest:"The best framework for Irrlicht" and the winer gets his name along Niko's in the sourse files, and that might be fare enought).
It is not that easy to use and not that powerfull.
It realy need a remake on the render framework:
-a new material renderer with layers better defined.
-a better buffer framework with more flexibility.
-a driver framework that has more functions(some functions have been added like AA) and let you combine various effects.
-to define a render area(like a monitor or just a part of it, like a texture or a part of a texture-for decalls).Render areas resive info from a camera like perspective retio ,with,height ,FOV , and other.
-textures that can accept a normat texture or an animation(fom a gif or a movie of from a camera-RTT or can accept layers of shaders combined with textures, ...)
+
very important :
The engine must be configurable by sending parameters to it:
by direct send, inside the program you are writing or by files that conteins configuration data.
So you must be able to configure allmost everithing from resolution, bit depth, refresh rate,directory where textures are,directory where models are , to
materials atached to the model(like how many layers they use and what contains each layer:like what taxture or what shader or what animation and what tipe of material :Solid -Solid with Alpha,dose is have reflaction and refraction any way done by shaders too, but a data base with some good materials would realy be very usefull and you would have just to select the one it sute you well or create one.)
Well Irrlicht is still young and hase a lot to go untill a non beta release, but I think Niko should consider conseeving a more powerfull and intuitive framework or if it hase not that much time to accept one framework made by the comunity(offcourse I think he should first anounce the comunity that he
Kat'Oun
omaremend, I tought maybe this can help you:
http://www.facewound.com/tutorials/shader1/
Maybe you can do some more cool effects. Great work btw
http://www.facewound.com/tutorials/shader1/
Maybe you can do some more cool effects. Great work btw


