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Re: LensFlareSceneNode with occlusion query

Posted: Thu Jul 19, 2012 12:10 pm
by Granyte
Alright i fixed the issue i had with 3d positioning of the lensflare

I only needed to change this

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const core::vector2d<s32> lightPos = SceneManager->getSceneCollisionManager()->getScreenCoordinatesFrom3DPosition(Following->getAbsolutePosition(), camera);
to this

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const core::vector2d<s32> lightPos = SceneManager->getSceneCollisionManager()->getScreenCoordinatesFrom3DPosition(Following->getAbsolutePosition(), camera,true);

and now it's giving proper result http://granyte.blogspot.ca/2012/07/plan ... point.html

Image

Re: LensFlareSceneNode with occlusion query

Posted: Thu Jul 19, 2012 7:09 pm
by fmx
offtopic
those tile seams ruin the overall effect of the renders, you really need to try correct them ASAP
Looks like tile vertices are mismatched at the boundaries due to LOD?

Re: LensFlareSceneNode with occlusion query

Posted: Thu Jul 19, 2012 7:30 pm
by Granyte
yes they are lod boundary and quite honestly i have no idea how to fix themi tryed everything but what ever i do there is seams from far but non from close up they are a sort of rendering artifact ill try to fix them
but until now i had a much much worst issue with floating point math that caused some patches to have only artifact as heightmap and that took all my atention

Re: LensFlareSceneNode with occlusion query

Posted: Fri Jul 20, 2012 7:09 pm
by fmx
check your PM, best to keep the discussion out of this topic

Re: LensFlareSceneNode with occlusion query

Posted: Tue Feb 19, 2013 6:52 pm
by Erelas
I'm having difficulties getting this to work with the latest Irrlicht release. It seems the occlusion query is working fine as it provides a valid Strength with a value between 0 and 1. Perhaps the materials are messed up?
It only renders the basic sun sprite.

Anyone know of any significant changes which could be the cause of the problem?

Re: LensFlareSceneNode with occlusion query

Posted: Tue Feb 19, 2013 7:09 pm
by Erelas
Never mind, I fixed it by changing line 42 in LensFlareSceneNode.cpp from:

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Material.ZBuffer = video::ECFN_NEVER;
to

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Material.ZBuffer = video::ECFN_DISABLED;
Thanks for the contribution tbw! :D

Re: LensFlareSceneNode with occlusion query

Posted: Mon Aug 14, 2017 10:25 am
by robmar
Any updates on this?