Posts

Instancing in rrlicht

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    Looks like instancing will finaly have a chance to get implemented in irrlicht       Here it is 5000 sphere individualy animated and rendered in irrlicht. I'm uploading the patch Uploaded http://www.mediafire.com/?qv441dv4anp2jjo 

The shape of things to come

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  I titeled this post the shape of things to come for several reason. the first i finaly got over my laziness and implemented per planet parameters for several of my shaders wich is setting the way for procedural generation of entire solar system proceduraly.         The second reason is i finally dropped trying to implement dx11 on the FVF and started imeplmenting it straight on irrlicht 1.8 the result is irrlicht runing on dx11 and runing a cheap geometry instancing.                

Zoom in

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I Have finally finished fix the issue i had with normal mapping and specular   This is a couple picture i took as i was zooming in on a planet                 This is the procedural star shader i started working on.      

Planetary Engine V3: Continents and Vertex Texture

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I finaly implemented a basic continental line I also took the ocasion to fix an issue that caused the first texture to get erased when the device was initialised.  I also implemented vertex texture fetch for irrlicht  dx9 driver. There is not much diference it's only much faster when generating the mesh.

Continents test

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i'm currently trying to implement continent. But there is no nice picture of it so instead here is a video.

Planetary Engine v3 : floating point heightmap, clouds , lensflare

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This is my first and very basic atempt to add clouds to my planetary renderer. i'm only using a very simple cloud sphere. I finaly got around fixing the issue i had with TBW's sunflare scene node

Planetary Engine v3 bis

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Today i finaly implemented normal maping the correct way.