XEffects - Reloaded - New Release (V 1.3)

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Re: XEffects - Reloaded - New Release (V 1.3)

Postby Sinsemilla » Sun Jan 22, 2012 2:52 am

Hi there,

Really nice work. :D I implemented the water shader into my project, but the water doesn't move.
Has anybody an idea how the get the waves moving? Probably i am doing something wrong...

I am using Irrlicht 1.7.2 and an NVIDIA GeForce 8800 GT on Linux Mint 12 (OpenGL) .

Thanks in advance.
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Re: XEffects - Reloaded - New Release (V 1.3)

Postby mongoose7 » Sun Jan 22, 2012 1:22 pm

I guess you haven't looked at the shader?

I guess you haven't even noticed the file waterNormal.png?

Where am I going with this? Well, the appearance of waves derives from the normal map. There is no algorithm that will get you from a static image for the normals to dynamically varying normals having the appearance of real water. You will have to look elsewhere for moving water. Maybe the Internet?
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Re: XEffects - Reloaded - New Release (V 1.3)

Postby benzpinto » Fri Mar 16, 2012 12:46 am

Hi, the link to download XEffects seems to be dead. Can someone provide an active link. Thanks in advance.
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Re: XEffects - Reloaded - New Release (V 1.3)

Postby Nadro » Fri Mar 16, 2012 2:50 am

You can download it from:
http://www.sendspace.com/file/8lpzoq

cheers,
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http://www.nbkgamestudio.pl/
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Re: XEffects - Reloaded - New Release (V 1.3)

Postby benzpinto » Fri Mar 16, 2012 4:09 am

Nadro wrote:You can download it from:
http://www.sendspace.com/file/8lpzoq

cheers,


Hi Nadro, thanks for the link! I've been working on a demo using Irrlicht and realize that the AddShadowVolumeSceneNode slows down my pc when added to many meshes on screen. So i've been looking for an alternative shadow effect. I'm wondering why the feature to generate shadows efficiently like in XEffects is not added into Irrlicht natively?
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Re: XEffects - Reloaded - New Release (V 1.3)

Postby BlindSide » Mon Apr 02, 2012 7:01 am

Fixed download link. Thanks Nadro :D

The reason it takes XEffects a while to get integrated is because the hard part is not in the shader code or the graphics, it's in the design of a system that will support all the platforms Irrlicht aims at, and is both easy to use and high quality. XEffects as a framework does ok for this, but IMO not up to the standard that's fit for integration into Irrlicht, and also because the system will have to be integrated with SLight, ILightSceneNode, etc.

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Re: XEffects - Reloaded - New Release (V 1.3)

Postby robmar » Fri Apr 20, 2012 10:28 am

Is Xeffects still available somewhere?

I´d like to see the code for effect->getDepthMapTexture() ... i.e. videoDriver->draw2DImage( effect->getDepthMapTexture(), position2di( 0,0 ) );
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Re: XEffects - Reloaded - New Release (V 1.3)

Postby mongoose7 » Fri Apr 20, 2012 12:36 pm

It's *not* the depth buffer. The pixel shader writes depth information into a texture.
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Re: XEffects - Reloaded - New Release (V 1.3)

Postby sio2 » Sun Apr 29, 2012 11:43 am

Tweaks/fixes for CScreenQuad.h. Tested with all examples in GL and D3D.

cpp Code: Select all
#ifndef H_XEFFECTS_SQ
#define H_XEFFECTS_SQ
 
// Based on "CBaseFilter" by ItIsFree.
// Original thread: http://irrlicht.sourceforge.net/phpBB2/ ... php?t=9857
 
// Cleaned-up by SiO2: removed redundant vertexes and fixed index list.
 
#include <irrlicht.h>
 
class CScreenQuad
{
public:
        CScreenQuad()
        {
                Material.Wireframe = false;
                Material.Lighting = false;
                Material.ZWriteEnable = false;
 
                Vertices[0] = irr::video::S3DVertex(-1.0f,-1.0f,0.0f,0,0,1,irr::video::SColor(0x0),0.0f,1.0f);
                Vertices[1] = irr::video::S3DVertex(-1.0f, 1.0f,0.0f,0,0,1,irr::video::SColor(0x0),0.0f,0.0f);
                Vertices[2] = irr::video::S3DVertex( 1.0f, 1.0f,0.0f,0,0,1,irr::video::SColor(0x0),1.0f,0.0f);
                Vertices[3] = irr::video::S3DVertex( 1.0f,-1.0f,0.0f,0,0,1,irr::video::SColor(0x0),1.0f,1.0f);
        }
 
        virtual void render(irr::video::IVideoDriver* driver)
        {
                const irr::u16 indices[6] = {0, 1, 2, 0, 2, 3};
 
                driver->setMaterial(Material);
                driver->setTransform(irr::video::ETS_WORLD, irr::core::matrix4());
                driver->drawIndexedTriangleList(&Vertices[0], 4, &indices[0], 2);
        }
 
        virtual irr::video::SMaterial& getMaterial()
        {
                return Material;
        }  
 
        irr::video::ITexture* rt[2];
 
private:
        irr::video::S3DVertex Vertices[4];
        irr::video::SMaterial Material;
};
 
#endif
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Re: XEffects - Reloaded - New Release (V 1.3)

Postby aburt11 » Sat Jun 23, 2012 12:26 pm

im sorry but do i have to add his sources to my project for me to be able to use them or is there an additive library?
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Re: XEffects - Reloaded - New Release (V 1.3)

Postby mongoose7 » Sat Jun 23, 2012 1:49 pm

There is no library. You could create one, or put all the sources into one file. And some of the shaders are outside the source.
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Re: XEffects - Reloaded - New Release (V 1.3)

Postby BlindSide » Wed Jul 04, 2012 10:53 pm

Yep sorry about that, I tried to keep it lightweight so it's not a pain to include the sources.

Cheers,
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Re: XEffects - Reloaded - New Release (V 1.3)

Postby jwatson1993 » Sun Jul 08, 2012 2:11 am

Sorry if this has already been resolved elsewhere, but I haven't seen this anywhere else in the thread. I downloaded the link, got the vc solutions up and running, the only problem i'm running in to is that it only allows one light. More specifically, the shader only makes use of the last light that I add to the effect handler. I didn't change any of the code(besides to make the paths to the assets work), and it is probably not a hardware problem, because I ran the example1.exe from the /bin and it rendered both lights fine. I definitely used the R(1.3) link, so I don't know why this is happening. Any idea why this would happen?

Also, thanks, it's an awesome shader, I just want to be able to use every feature that you took the time to put into it.
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Re: XEffects - Reloaded - New Release (V 1.3)

Postby BlindSide » Tue Jul 31, 2012 5:19 am

Hey mate sorry for the late reply. Is this happening just in your code or when you recompile the examples also? If it works when you compile the examples then try to compare and see what the difference might be, otherwise you can post a small piece of code on here that illustrates the problem and I can take a look.

Cheers,
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Re: XEffects - Reloaded - New Release (V 1.3)

Postby Bonaducci » Fri Aug 17, 2012 4:58 am

Unfortunately, Xeffects 1.3 is not working with irrlicht 1.8 alpha. I hope that it will be fixed after 1.8 stable release :)
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