Tag Archives: glsl
I thought I’d try to upgrade from the ancient version of Irrlicht we use (1.7.2) to something newer. Checked out the trunk version of Irrlicht, which is 1.9+ and not yet released. There were some bugs, which had to be … Continue reading
A little lightbulb on top of the tower made with glsl shaders. We are using XEffects library for some graphics effects and since this library is not supported any more we needed to make changes in the library in order … Continue reading
Shadows are now implemented on some objects and the terrain. There are still adjustments needed in order for things to run faster and more accurate. I’ve used 5 days trying to fix shadows with shaders by myself. Well, it didn’t … Continue reading
I was tired of monsters and implemented some shadows in the meanwhile. They don’t look good yet, but it’s rather dark in caves now.
I’d like to thank all of you who provide feedback, bad or good, everything is valuable for us now! As a result we realized the importance of good terrain textures. We don’t really have much time to improve it right … Continue reading
We’ve worked on ambient occlusion lighting recently. After several days of coding our conclusion is: no way! So much code and performance for almost nothing! It’s kind of impossible to make it look good with large triangles. :(( But what … Continue reading
We are trying to implement an ambient occlusion technique in order to have more realistic lighting in caves (it should be dark there). It doesn’t look good at all right now! There’s definitely something wrong with implementation :))
Change of hardware – new bugs. We have some newer hardware at our workplace and it showed some unexpected bugs in shaders. Here’s what was wrong and how it was fixed.
Terrain textures are applied with GLSL shaders from now on. Fading between textures is not implemented yet. There are also some lightning bugs like everything is always in a daylight (even at night :))