
Aelis440 wrote:Quick question, all your stuff works great, but your effects->update() breaks irrlicht shadows. I guess it conflicts with the way they render them. Essentially, my question is, can I use your shaders (ie blooming) with Irrlicht's shadows? Once again, I love your work

ICameraSceneNode* activeCam = smgr->getActiveCamera();
activeCam->OnAnimate(device->getTimer()->getTime());
activeCam->OnRegisterSceneNode();
activeCam->render();

christianclavet wrote:Is there a way to manage the lights with it? Say, I create a level with 800+ lights. Is there a way the system will update only the ones near the player?


BlindSide wrote:That would work fine, just blur the shadows as a post process filter, it usually turns out ok even without the edge detection, but that wouldn't hurt.


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