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Posted: Thu Feb 28, 2008 6:41 pm
by TeTine
Hi,

I tried to use the postProcessMotionBlur with Irrlicht 1.4 but it didn't work
I had to change some details in the header (there's no more Textures array in SMaterial) but then when I try to run the program it prints in the output window :
HLSL vertex shader compilation failed:
(1): error X3000: syntax error: unexpected token 'vec2'

and since I understand almost nothing in shaders I didn't try to modify anything.

Any idea about where the problem is?

Posted: Thu Feb 28, 2008 6:58 pm
by Nadro
This pack is write in GLSL, so only for OpenGL mode, but You try run shader in DirectX mode, so You have this errors ;)

Posted: Thu Feb 28, 2008 7:02 pm
by TeTine
lol ok
that was really noob XD
thx it works fine now =)

Posted: Fri Jun 20, 2008 6:31 pm
by MKiG
I'm having a problem with it too.
I can't get it to work with "Material.Textures[0]=rt0;" and when I take it out, it just renders an image file (I don't know why).

Is there any work around for this?

Posted: Fri Jun 20, 2008 8:22 pm
by hybrid
try material.setTexture(0,rt)

Posted: Sun Jun 29, 2008 4:30 pm
by huydotnet
err... how can i change it to use with DirectX? GLSL -> HLSL... but how :| (i not learned them yet)

Posted: Sun Jun 29, 2008 10:45 pm
by Nadro
You have to rewrite this shader manually;)

Posted: Sun Jun 29, 2008 11:41 pm
by dlangdev
GLSL and HLSL expose their fixed functionality parameters differently. For example in GLSL, position is gl_position which is different in HLSL. That's just one, there are many others.

There's no way you can take GLSL code and compile on a HLSL compiler, you have to find a translator for that. Try the oracle of Google, there's a tool for that.

Posted: Mon Jun 30, 2008 5:58 am
by Halifax
Or you could just abstract the interface into an automated process that is concerned about the low-level work. Then all you, or other people, would have to do is provide backends to generate the low-level code.

But that's beside the point. :lol:

Posted: Mon Jun 30, 2008 9:17 am
by huydotnet
:| i can't find any GLSL to HLSL converter :| only HLSL to GLSL

Posted: Tue Nov 11, 2008 2:48 pm
by xsocom
Would be nice to see an water shader :)

GlassDemoWIP Problem

Posted: Wed Nov 19, 2008 12:49 pm
by tenko
There is a problem.
Z buffer is not shared.

Image

Posted: Wed Nov 19, 2008 10:42 pm
by lucifer1101
lol that looks like a ghost effect of some sort, i know it isnt an actual effect but a ghost effect would be nice..

Posted: Sun Dec 21, 2008 10:41 am
by Aelis440
It appears that the Bloom interferes with how irrlicht renders shadows. Is there a quick fix to this? Essentially, whenever I use the bloom->render(), I can no longer see any of my shadows being drawn no matter how much I play around with numbers, or the order in which I call draw and render functions in my gameloop. By the way, this code snippet is awesome :)

Posted: Sun Dec 21, 2008 6:19 pm
by GameDude
Nice stuff, it all looks really good