Post Your Irrlicht Screenshots / Render Here.

Post your questions, suggestions and experiences regarding to Image manipulation, 3d modeling and level editing for the Irrlicht engine here.

Re: Post Your Irrlicht Screenshots / Render Here.

Postby christianclavet » Sat Jan 14, 2017 9:41 pm

Sorry, I've made a mistake about the 2 UV set support... I double checked and yes, unfortunately it support only 1 set of UV for the OBJ format.

You should try collada then. This format is slow, but is made for interexchange. But I've never tried it much with Irrlicht. Once you have the model in Irrlicht for speed you could save it in .B3D from there.
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Re: Post Your Irrlicht Screenshots / Render Here.

Postby Vectrotek » Sun Jan 15, 2017 2:09 pm

Mmm.. I did once try to load two identical objects with differing UV sets then
tried to programatically transplant one set into another.
The problem was that when I exported these two objects (one with plain UV Map and one with a Lightmap)
the indexing into the data in the model changed causing bogus memory index reads.

All I know is that if I could get two identical versions of an object where only
the UV Locations differ, then a First item could be load and set (in irrlicht) to have 2 UV sets .
Then the second object is loaded and its UV locations transplanted into the second UV Map i.e. Lightmap..
(the second object would then be dropped of course)

The issue, I think, is to get a "3D App Title" that can export two objects with IDENTICAL UV Index Refs yet different
UV positions.. (still looking)

IRRB seems to be the only way this can be done easily (and only from blender) and in very large ascii format..
(a working binary form of IRRMESH could help)

The last resort would be to write a complex routine that would analyze the two model polys and "smartly" match up
the UV Locations..

I'm wondering now about Copper Cube and IRR Edit..

An interesting problem..
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Re: Post Your Irrlicht Screenshots / Render Here.

Postby Vectrotek » Mon Feb 20, 2017 6:04 pm

Reached a point where smart shaders and deferred rendering etc won't mean much without a good "Scene Management System"..
Trying to learn Irrlicht's "Scenegraph"..
(still not able to properly inter-relate my own classes publicly to Irrlicht classes like "ISceneNode")

Image
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Re: Post Your Irrlicht Screenshots / Render Here.

Postby devsh » Tue May 02, 2017 9:02 pm

Full software, one thread and from the grounds up rasterizer with full anisotropic filtering emulation

Even emulated MSAA, hiZ and render to texture

Image
We chose to stream mesh data from Multiple OpenGL Contexts in many threads and do the other things, not because they are easy, but because they are hard! - JFK
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Re: Post Your Irrlicht Screenshots / Render Here.

Postby Brainsaw » Sat May 06, 2017 10:46 am

4 player splitscreen for my game "Stunt marble racers 2":

Image

Project thread: http://irrlicht.sourceforge.net/forum/viewtopic.php?f=6&t=51773
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Re: Post Your Irrlicht Screenshots / Render Here.

Postby Brainsaw » Sun May 07, 2017 5:03 pm

Today I added shadows to the splitscreen mode:

Image

Project Thread: http://irrlicht.sourceforge.net/forum/viewtopic.php?f=6&t=51773
Homepage: http://www.dustbin-online.de
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Re: Post Your Irrlicht Screenshots / Render Here.

Postby omaremad » Thu May 18, 2017 12:25 am

Deferred rendering based on Entities framework.

Totally modified render pipeline to allow for infinite soft shadows with only 1 shadow map. Infinite Volumetric point lights. SSAO. Screen space fresnel reflections (view space ray marching tracing is cool).

I also multi threaded the engine with a thread pool design, currently it only threads the onAnimate() function for all nodes as its already highly parallel and safe ( each parent spawns animation tasks on its independent children) so its accelerates software skinning and particles automatically. It gives a huge boost in performance if you omit the draw calls, but since the drawcalls have to happen on one thread the cost of them diminishes the multi threading returns.
Image

It runs on irrlicht 1.8.... 1.9 changes allot of MRT and shader functions and I cant be bothered rewriting all that code.
"Irrlicht is obese"

If you want modern rendering techniques learn how to make them or go to the engine next door =p
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