xml based postprocessing framework

Post those lines of code you feel like sharing or find what you require for your project here; or simply use them as tutorials.
ACE247
Posts: 704
Joined: Tue Mar 16, 2010 12:31 am

Re: xml based postprocessing framework

Post by ACE247 »

Not really. In the latest I could find, many still don't work at all or just give the wrong result.
Things that don't work. Under Linux OpenGL (Ubuntu 12.10, Nvidia Driver 304.51) work fine in Wine with OpenGL using the provided exe.

NightVision = No shader rendered, inverted Scene render and mouse input
Scratched = No shader rendered
Displacemet = weird effect does not look like intended
Adaptive Bloom = No change in bloom when looking around
Bloom = Hardly anything visible
Pencil Sketch = Just moving lines at bottom horizontal and left vertical
Water = Not as intended
Depth of Field = No effect

Edit:It's very easy to Fix!
Simply change this line in ShaderMaterial.cpp

Code: Select all

services->setPixelShaderConstant(TextureName[i].c_str(), (f32*) &i, 1);
To this:

Code: Select all

services->setPixelShaderConstant(TextureName[i].c_str(), (int*) &i, 1);
Only the f32 needs to be changed to int
christianclavet
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Re: xml based postprocessing framework

Post by christianclavet »

I only had to do this when I stated to use Irrlicht 1.8.0, because the recommended method is to use int instead of float when your defining your texture in the shader. On previous version of Irrlicht it still floats (Unless it work also with int on previous version, thing that I've not tried). Seeing this I assume that you have Irrlicht 1.8?

Once this fix done, are the shaders working ok in Linux? (Only done that on Windows so far)
ACE247
Posts: 704
Joined: Tue Mar 16, 2010 12:31 am

Re: xml based postprocessing framework

Post by ACE247 »

Everything works fine now on Linux with both 1.8 and SVN. Some optimizations are probably still necessary as I'm certain this framework can give better performance, I'm now at around 460-600fps with a GTS250 in mode0 which I find is really unstable framerate. Down to 250-340fps in mode1 with no effect and around 180fps in mode2. This being a super duper compiler optimized release build. But I'll have to look at it with a good OpenGL performance analyzer to check which code paths take up the most cpu cycles, since I expect the gpu to be sitting idle for most of the time.
Also just to add, I haven't yet tried it with any of the new changes in the previous posts by Granyte and tbw.
Granyte
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Re: xml based postprocessing framework

Post by Granyte »

hopefully you can share your result anyway this is overdue for an other release hopefully with an exemple of defered rendering
ACE247
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Re: xml based postprocessing framework

Post by ACE247 »

Been going over it with apitrace. And all I can say is. It looks like on giant confusing mess! :D Certainly going to take some work formating and checking the profiling data...

If anyone else has experience with apitrace or knows of a better profiler please let me know.
christianclavet
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Re: xml based postprocessing framework

Post by christianclavet »

Hi, Are theres still updates on the framework?

I was wondering if you were able to create deferred rendering, and would love to see it working!
Granyte
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Re: xml based postprocessing framework

Post by Granyte »

I guess that with any of the mrt patches i would be possible but i have been to busy to do it lately
tbw
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Location: Germany

Re: xml based postprocessing framework

Post by tbw »

I'm still working on it. Currently I'm trying to implement an efficiently compressed g buffer. But at the moment I'm very busy so my the progress moderate...
ledgarl
Posts: 30
Joined: Wed Oct 25, 2006 1:58 pm
Location: Bogota,Colombia

Re: xml based postprocessing framework

Post by ledgarl »

hi,
first of all, very thank for this framework, it is very cool!

I have a problem when I apply PostProcess + Occlusion, the Occlusion is activated when I have activated PostProcess, making my scene nodes invisible. :(
Anyone know how I can resolve this?

thanks!
ledgarl
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Joined: Wed Oct 25, 2006 1:58 pm
Location: Bogota,Colombia

Re: xml based postprocessing framework

Post by ledgarl »

Well, I resolved this by calling the render method of each node affected by the occlusion before applying the occlusion and finally calling drawAll ()
Granyte
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Re: xml based postprocessing framework

Post by Granyte »

any one tried porting this to the FVF branch? I literally did changed nothing during the port and now it wont render anything


EDIT Fixed it zbuffer setting is glitched and had to be removed
clarks
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Joined: Sat Jul 28, 2012 5:23 am

Re: xml based postprocessing framework

Post by clarks »

Whatever happened to this project and where are the files for the project. It would be a shame to let this all go to waste.
Granyte
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Re: xml based postprocessing framework

Post by Granyte »

aren't they still on the first page?
christianclavet
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Re: xml based postprocessing framework

Post by christianclavet »

Does someone have the files for the project? The links are down.
Here is a link, but I'm really not sure the files are the latests:
http://www.clavet.org/files/download/ne ... rocess.zip 7.03Mb
Granyte
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Re: xml based postprocessing framework

Post by Granyte »

I have almost completed adding deferred lighting to the framework ill upload my modified version of the code after i'm done
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