OE shader library

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do you want this included in the nest release

yeah
56
92%
no way
5
8%
 
Total votes: 61

omaremad
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OE shader library

Post by omaremad »

hello i have decided to put all the shaders i made in one zip file and release them

any new shaders will also be found here

cureent shaders:
-toon shader
-3 versions of water shader

Niko if you like them please include them in next release(we need to be better than ogre)


http://www.sendmefile.com/00020893

i urge u to write critisim if u download
bye ppl :D
Last edited by omaremad on Fri Jul 22, 2005 4:33 am, edited 1 time in total.
omaremad
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Post by omaremad »

i just added a shader tutorial on the wiki
omaremad
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Post by omaremad »

no one is downloading it :cry:

may be this will presaude you
a comparision between irrlicht and ogre toon shaders
Image
bal
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Post by bal »

That isn't "Ogre's toon shader". It's just "a toon shader" loaded into Ogre as it supports shaders completely. Eitherway, you did a nice job :).
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Post by Guest »

This shows we have a better community. :wink:
bitplane
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Post by bitplane »

I'm getting lots of errors when i run the toon shader demo, is this expected?

Code: Select all

HLSL Variable to set not found: 'mInvWorld'. Available variables are:
  'mWorldViewProj' Registers:[begin:0, count:4]
HLSL Variable to set not found: 'mLightPos'. Available variables are:
  'mWorldViewProj' Registers:[begin:0, count:4]
HLSL Variable to set not found: 'mTransWorld'. Available variables are:
  'mWorldViewProj' Registers:[begin:0, count:4]
I'll be reading your tutorial :)
omaremad
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Post by omaremad »

it is just some useless variables in the cpp code i forgot to delete

did it work?

it has to be dx9 wth hlsl
Cleves
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Post by Cleves »

Good work omaremad. And thanks for tutorial as well.
katoun
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Post by katoun »

(we need to be better than ogre)
Well, for that Irrlicht has to have at least all the major capabilities of OGRE and steel keep the easy to use API(and than Irr will surely be better)
But there are a lot of thing to do(like first of all change the framework with a better one) and not once I thought to take all the things from OGRE source and translate them into Irrlicht's code but OGRE is now to big(actualy huge, it took me 6 hours to compile the hole source code)
and I don't have the first or the second oficial source code (the realy old ones) so I might make something out of it. So if maby some of you hase it or knows were to fing I think it might help all of us get a new idea as a rendering engine framework might look and we might adapt it to Irrlicht or might help us restructure the internal engine of Irrlicht(cause that is what it realy needs first)
Like a sugestion take a look at OGRE's RenderSystem source and you will see how a powerfooll VideoDriver should look.

I admire Irrlicht's clear and easy to use API and I admire the OGRE's powerfull API. Imagine an armonious combination of bowth or an evolved Irrlicht(that learned form his :D older brother OGRE - I sayed brother because both are in the same category -free opensource rendering engine ).
Kat'Oun
omaremad
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Post by omaremad »

i am bored

any one want any effects?

dont ask for thing that require multiple passes irrlicht cant do that
RLG

Post by RLG »

I'd love to see a heat or night vision, that'd rock.
Jedive
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Post by Jedive »

very good! I would love to see a decent shaders demo inside the official IrrLicht package :)
omaremad
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Post by omaremad »

thanx 4 replies and ideas

im going to start to make the night vision(very easy)

do render 2 tex

make it black and white
then multiply by 5 to make it 5x brighter

apply to a polgn/sprite infront of cam
grayman
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Post by grayman »

i want to learn to write shaders but my super video card dont even support the simplest one anyway i can run at good speed everything what i do in irrlicht, but the "shaders" are vertex shaders and pixel shaders, could somebody explain me the real diference beetwen them and teach about, more tutorial links.
Guest

Post by Guest »

somewhere on the forum I found a link to this page:
www.facewound.com/tutorials/shader1/
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