Catron wrote:As you can kind of see, I pass the resolution of my window directly to the constructor.
I don't think WindowSize is exactly what you want (For various reasons I think it might be off by a few pixels, thus resulting in a distorted, apparently low quality resolution), have you tried just passing (0, 0), how does that look?
vectorcorpse wrote:example 2 under linux or windows with ogl or dx runs always at low res runs at 38fps and all max at 17fps
(something is wrong here... probably the fact that i can't use the pci express 2 of my card because the motherboard only support pci express 1)
Nothing is wrong here, the point shadow example is very intense, and deliberately inefficient, this is because it's just a clever trick by rendering to 6 shadow maps. If you wanna try and speed it up, theres a cube mapping patch in the code snippets forum, if you know what you're doing you could modify it to use cubemaps, but unless such features are in the Irrlicht core I will not directly support them. As I explained earlier in this thread, point lights aren't always necessary, and with careful placement and tweaking of the FOV you could get similar results in certain situations using just the spotlights.
vectorcorpse wrote:(note: btw how do u do multi pass?? i am studing shaders with render monkey since lumina doesn't work with ati cards and i don't see how to get multi pass working with irr, on the forums alot of ppl say it isn't supported but u seamed to find a way arround it. thx in advance)
You seem to be caught up in this terminology fad, multi pass, deferred shading, HDR, people are throwing words around like crazy. Whoever is saying that is probably one of those people.



