Deferred Rendering

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Total votes : 93

Re: Deferred Rendering

Postby christianclavet » Tue Nov 22, 2011 5:43 pm

Can your irr renderer could be build easily on windows? (MSVC)? I checked for an archive of the full source but there none. For the moment Sudi one seem simpler to try out... (Not really looked at yours, and not tried Sudi yet)...
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Re: Deferred Rendering

Postby ent1ty » Tue Nov 22, 2011 7:15 pm

hint: mine is better :P (although i have no shadows, yeah)

just click the get source button, a download will start, there's a c::b project with both windows and linux build targets
there are also two downloads: media.7z - media files needed to run RenderTest(a demo app) and bin.7z - pre-compiled linux binaries
Height2Normal - convert height maps to normal maps

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Re: Deferred Rendering

Postby aaammmsterdddam » Wed Nov 23, 2011 12:12 am

oh god, this is something I have been looking for!
Bookmark'd untill I need it (already have a scene with more than eight lights, but finishing the actually important code first :D)
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Re: Deferred Rendering

Postby wiedzmin112 » Fri Dec 16, 2011 3:41 pm

Do any post process effect can work with your project(like this viewtopic.php?f=9&t=43743&hilit=postprocess );
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Re: Deferred Rendering

Postby Sudi » Sat Dec 17, 2011 8:54 pm

wiedzmin112 wrote:Do any post process effect can work with your project(like this viewtopic.php?f=9&t=43743&hilit=postprocess );


I am not sure but my postprocess pipline(can be found in code snippets) works with it. Tried it.
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Re: Deferred Rendering

Postby wiedzmin112 » Sat Dec 17, 2011 9:52 pm

Thanks for reply but i have next problem.i cant setup your deferred rendering with new irrlicht and ms visual studio 2010.can you send me new or working version for ms visual studio 2010?i trying to add your lib to my editor.if it work you will be my superhero ;d.
Sorry for my veeeery bad english but i hope you understand
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Re: Deferred Rendering

Postby ACE247 » Sun Dec 18, 2011 11:06 am

The source to compile this is in the first post ;)
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Re: Deferred Rendering

Postby wiedzmin112 » Sun Dec 18, 2011 2:43 pm

Yes but it doesnt work too.(i have error on SceneManager->getVideoDriver()->setMaterial(SceneManager->getVideoDriver()->get2DMaterial()) or somethink like this in OnPostRender)
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Re: Deferred Rendering

Postby ACE247 » Mon Dec 19, 2011 8:23 am

I really don't know why it shouldn't work. All one has to do is recompile the Source with new Irrlicht (works with svn version i have too) in Visual Studio and get a .dll and a .lib add them to your project and voila! I've only done this with Code::Blocks and mingw compiler but I know it works without changing anything.
Maybe there's just a recent Irrlicht svn change I haven't downloaded yet that maybe changed something with the 2d screenquad.

Check the recent changes in SVN textfile and compare to Irrlicht version you're using, you'll soon figure out the problem, it doesn't look very trivial.
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Re: Deferred Rendering

Postby wiedzmin112 » Mon Dec 19, 2011 4:43 pm

OK i solve this problem.I just add after smgr->drawAll() line driver->setMaterial(driver->get2DMaterial()) and all works.
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Re: Deferred Rendering

Postby Sudi » Thu Dec 22, 2011 1:39 pm

wiedzmin112 wrote:OK i solve this problem.I just add after smgr->drawAll() line driver->setMaterial(driver->get2DMaterial()) and all works.
Thank for replies :)

ok that seams wrong..even though i don't remember but that should actually cause an infinite render loop.....
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Re: Deferred Rendering

Postby ent1ty » Thu Dec 22, 2011 7:04 pm

I think what he meant is he added in HIS application into the main loop the line
driver->setMaterial(driver->get2DMaterial())
AFTER calling
smgr->drawAll()
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Re: Deferred Rendering

Postby JuggernautIRR » Sat Dec 01, 2012 9:21 pm

Where can I get the latest release of this addon and documentation on how to use it ?
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Re: Deferred Rendering

Postby ACE247 » Mon Dec 03, 2012 9:03 am

I still have the code and example, Will get around to uploading it after work.
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Re: Deferred Rendering

Postby Sudi » Mon Dec 03, 2012 10:48 am

is the download down? Will upload it again then.
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