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About renanrosa

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  1. Thank you for your reply. but using this code, how would you do it in C ++ to set various lights? I would not want to use an array of lights in GLSL: PointLightData pointLights []; it's possible ?
  2. Hello, i would to have a simple deferred shader with many light source code. I have read many tutorials but I could not understand. I would like a tutorial that I could use as many lights as I want without declaring a constant with the amount of lights. without I would like this effect (but without physical): Thank
  3. Many shaders GLSL in scenes

    Did not work Remained only the first You have to set your depth-compare so that drawing the same model more than once passes the depth test each time (and similarly for any stenciling tests). The first pass typically uses GL_LESS (or GL_LEQUAL), and following passes use GL_EQUAL. L. Spiro Can you show to me? with source-code example.
  4. DirectX with Qt

    Quote:Original post by alliedwarrior Quote:Original post by the_edd But do you actually try to *create* a Test object? No, I did the test now and I created the object, and received the same error [crying] my .pro Quote:<?xml version="1.0" encoding="utf-8"?> <Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <ImportGroup Label="PropertySheets" /> <PropertyGroup Label="UserMacros"> <QTDIR>C:\Qt\4.7.1</QTDIR> </PropertyGroup> <PropertyGroup /> <ItemDefinitionGroup /> <ItemGroup> <BuildMacro Include="QTDIR"> <Value>$(QTDIR)</Value> <EnvironmentVariable>true</EnvironmentVariable> </BuildMacro> </ItemGroup> </Project> Hi AlliedWarrior, here has a member called VitaliBR he know much QT, send u a PM. :D hugs
  5. Texture Alpha Fade

    Hi Buckeye See my code: const DWORD dwCustomFVF = (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1); struct SimpleVertex { float x,y,z; DWORD diffuse; float u,v; }; //wall SimpleVertex parede[4] = { { -1.0f, 1.0f, 3.0f, 0, 0,0 }, { -1.0f, -1.0f, 3.0f, 0, 0,1 }, { 1.0f, 1.0f, 3.0f, 0, 1,0 }, { 1.0f, -1.0f, 3.0f, 0, 1,1 }, }; //object alpha SimpleVertex Vertices[4] = { { -1.0f, 1.0f, 3.0f, 0, 0,0 }, { -1.0f, -1.0f, 3.0f, 0, 0,1 }, { 1.0f, 1.0f, 3.0f, 0, 1,0 }, { 1.0f, -1.0f, 3.0f, 0, 1,1 }, }; //configure all and load texture void AdjustStates() { g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE ); g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE ); g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, D3DZB_TRUE ); g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA ); g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_DESTALPHA ); g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE ); g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); g_pd3dDevice->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR); D3DXMATRIX matProj; D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.5f, 1.0f, 100.0f ); g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj ); //create texture D3DXCreateTextureFromFile( g_pd3dDevice, L"textura.jpg", &texturaAlpha); D3DXCreateTextureFromFile( g_pd3dDevice, L"parede.jpg", &texturaWall ); } //draw wall void drawParede() { g_pd3dDevice->SetFVF(D3DFVF_TEX1); SetPosition(200,200,20); g_pd3dDevice->SetTexture(0, texturaWall ); g_pd3dDevice->DrawPrimitiveUP( D3DPT_TRIANGLESTRIP, 2, parede, sizeof(SimpleVertex) ); } void Render() { g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(150,150,150), 1.0f, 0 ); if( SUCCEEDED( g_pd3dDevice->BeginScene() ) ) { drawParede(); SetPosition(1,1,1); g_pd3dDevice->SetFVF(dwCustomFVF); DWORD alpha = 255 * max (0, timeGetTime() / 15); for(int i = 0; i < 4; ++i) { //only alpha dont work Vertices[i].diffuse = D3DCOLOR_ARGB(alpha, alpha, alpha, alpha); } g_pd3dDevice->SetTexture(0, texturaAlpha); g_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE ); g_pd3dDevice->DrawPrimitiveUP( D3DPT_TRIANGLESTRIP, 2, Vertices, sizeof(SimpleVertex) ); g_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE); g_pd3dDevice->EndScene(); } g_pd3dDevice->Present( NULL, NULL, NULL, NULL ); }
  6. Texture Alpha Fade

    Quote:Original post by programci_84 Quote:hi, thank, worked, but only changing the color and not the alpha: for(int i=0; i < 4 ; i++) { vtxBillBoard[i].colour = D3DCOLOR_ARGB(100, rand()%256, rand()%256, rand()%256); } why ? Look at your code: You're using ARGB and setting .a (alpha) parameter to 100. This means that alpha value will be constant. Every frame, try changing .a parameter. Like one guy suggested: *** Source Snippet Removed *** sure, I understood, is working perfectly, but if I change just the alpha does not work, I have to change the color too, regardless if I change the alpha value. but how I do it in a mesh? (.x File)
  7. Texture Alpha Fade

    Quote:Original post by Adam_42 Try something like this: *** Source Snippet Removed *** You might also find http://msdn.microsoft.com/en-us/library/bb206332%28VS.85%29.aspx useful. hi, thank, worked, but only changing the color and not the alpha: for(int i=0; i < 4 ; i++) { vtxBillBoard[i].colour = D3DCOLOR_ARGB(100, rand()%256, rand()%256, rand()%256); } why ?
  8. Texture Alpha Fade

    Quote:Original post by unbird For instance linear (pseuso code):color.a = color.a * max(0, (1 - time / duration));Where time is the particle's current lifetime (a variable) and duration is the time needed to fully fade out the particle (a constant). but how i access the color of the vertex ? (pseuso code): ID3DXMesh* mesh; loadXFile(&mesh, "xFile.x"); ........ //configure alpha ........ g_pDevice->setTexture(0, text); // how mesh->getColor ?? mesh->DrawSubset(0); or struct VERTEX { enum { FVF = D3DFVF_XYZ | D3DFVF_TEX1 }; //D3DFVF_DIFFUSE float px, py, pz; float tu, tv; }; //create the vertex VERTEX vtxBillBoard[4] = { { -1, 0, 0, 0, 1 }, { -1, 4, 0, 0, 0 }, { 1, 0, 0, 1, 1 }, { 1, 4, 0, 1, 0 } }; g_pd3dDevice->DrawPrimitiveUP( D3DPT_TRIANGLESTRIP, 2, vtxBillBoard, sizeof(VERTEX) );
  9. Texture Alpha Fade

    Quote:Original post by Buckeye Assuming you're using a shader and have parameters set as below, decrease the vertex color alpha over time. AlphaBlendEnable = true; // alpha blending SrcBlend = SrcAlpha; DestBlend = InvSrcAlpha; ZWriteEnable = false; but how decrease the color of the vertex ?
  10. Hi Guys, how to set a level of transparency gradually ? as a smoke that will disappear at the end. example:
  11. Channel Alpha (Render State)

    burrinho, pergunta-se antes pra mim, faz assim, crie uma função/metodo: //liga pra renderiza e depois seta false void buffer(bool buffer) { if(buffer) { g_pd3dDevice-&gt;SetRenderState( D3DRS_ZWRITEENABLE, FALSE ); g_pd3dDevice-&gt;SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE ); g_pd3dDevice-&gt;SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE ); // configura o estado do render pra usar o point sprites... g_pd3dDevice-&gt;SetRenderState( D3DRS_POINTSPRITEENABLE, TRUE ); g_pd3dDevice-&gt;SetRenderState( D3DRS_POINTSCALEENABLE, TRUE ); } else { g_pd3dDevice-&gt;SetRenderState( D3DRS_POINTSPRITEENABLE, FALSE ); g_pd3dDevice-&gt;SetRenderState( D3DRS_POINTSCALEENABLE, FALSE ); g_pd3dDevice-&gt;SetRenderState( D3DRS_ZWRITEENABLE, TRUE ); g_pd3dDevice-&gt;SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE ); } } ai pra usar, você coloca antes de renderizar a textura que tem o alpha: buffer(true); arvore-&gt;renderiza(); buffer(false);
  12. how do I use more than one shader?

    Quote:Original post by jpetrie Quote: how ? By authoring them as composed effects. If you used to have EffectA and EffectB, you instead write one EffectC that does what EffectA and EffectB both did. sorry, i dont understand, have a example code ?
  13. how do I use more than one shader?

    Quote:Original post by Tubos BTW, what does your BlurEffect do? nothing, i just quoted as an example :D. Quote:Original post by Tubos If you want multiple effects, you have to combine them yourself into one shader. how ?
  14. how do I use more than one shader?

    Excuse me guys, but I want to know: i have the models: ground, house and a tree i want render it with shader. Example: configAllEfect(); //config all effect (texture, matrix, etc..) BlurEffect->begin(); LightEffect->begin(); BMEffect->begin(); groundMeshX->drawSubSet(0); houseMeshX->drawSubSet(0); treeMeshX->drawSubSet(0); BlurEffect->end(); LightEffect->end(); BMEffect->end(); how ?
  15. how do I use more than one shader?

    Hi G'luck, i have many fx shaders HLSL (1 light.fx, 2 blur.fx, 3 bump mapping.fx ) my models is opaque, i'm using DX9 and C++ vertex cache manager ? no
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