1. No material file support to load shaders dynamicly
2. No FX file effect support (loading and compiling frag/vert/geo shaders separately for each material on dx10 is ridiculous ... its 2010 :F)
3. No multi vertex buffers + multi vertex format definitions (really handy for geoshaders)
...
As far ...
Search found 54 matches
- Wed May 05, 2010 8:29 pm
- Forum: Advanced Help
- Topic: Geometry shader
- Replies: 15
- Views: 2786
- Wed May 05, 2010 8:04 pm
- Forum: Advanced Help
- Topic: Geometry shader
- Replies: 15
- Views: 2786
- Wed May 05, 2010 10:44 am
- Forum: Advanced Help
- Topic: Geometry shader
- Replies: 15
- Views: 2786
DirectX10 doesnt support FixedPipeline anymore so it would be really hard to implement it to Irrlicht without loosing most the performance in pipeline emulation. Well irrlicht could gain alot of performance by dropping the FixedPipeline in DX9 (you could avoid thons of matrices switching for each ...
- Sun Jan 03, 2010 4:51 pm
- Forum: Bug reports
- Topic: [fixed]Orge .skeleton animation loading bug and fix
- Replies: 1
- Views: 688
[fixed]Orge .skeleton animation loading bug and fix
I have read hybrid post saying Ogre animations are not supported due to some wrong data when reading keyframes so here we go:
First of all the Keyframe loader reads keyframe data in wrong order:
COgreMeshFileLoader::loadSkeleton
// Wrong order
readFloat(file, data, &keyframe.Time);
keyframe ...
First of all the Keyframe loader reads keyframe data in wrong order:
COgreMeshFileLoader::loadSkeleton
// Wrong order
readFloat(file, data, &keyframe.Time);
keyframe ...
- Wed Aug 05, 2009 6:02 pm
- Forum: Advanced Help
- Topic: Animated Lights + getDynamicLight bug ?
- Replies: 1
- Views: 574
Animated Lights + getDynamicLight bug ?
I have noticed that all dynamic lights are sorted by distance between them and the camera by code:
CSceneManager.cpp
...
if(LightManager)
{
LightManager->OnRenderPassPreRender(CurrentRendertime);
}
else
{
// Sort the lights by distance from the camera
core::vector3df camWorldPos(0, 0, 0 ...
CSceneManager.cpp
...
if(LightManager)
{
LightManager->OnRenderPassPreRender(CurrentRendertime);
}
else
{
// Sort the lights by distance from the camera
core::vector3df camWorldPos(0, 0, 0 ...
- Wed Aug 05, 2009 12:32 pm
- Forum: Advanced Help
- Topic: Skeletal animation interpolation problem
- Replies: 20
- Views: 2861
- Wed Aug 05, 2009 11:04 am
- Forum: Advanced Help
- Topic: Skeletal animation interpolation problem
- Replies: 20
- Views: 2861
- Wed Aug 05, 2009 10:02 am
- Forum: Advanced Help
- Topic: Skeletal animation interpolation problem
- Replies: 20
- Views: 2861
- Wed Aug 05, 2009 9:30 am
- Forum: Advanced Help
- Topic: Skeletal animation interpolation problem
- Replies: 20
- Views: 2861
- Tue Aug 04, 2009 6:37 pm
- Forum: Advanced Help
- Topic: Skeletal animation interpolation problem
- Replies: 20
- Views: 2861
- Tue Aug 04, 2009 3:07 pm
- Forum: Advanced Help
- Topic: Skeletal animation interpolation problem
- Replies: 20
- Views: 2861
- Tue Aug 04, 2009 2:17 pm
- Forum: Advanced Help
- Topic: Skeletal animation interpolation problem
- Replies: 20
- Views: 2861
- Sun Aug 02, 2009 4:51 pm
- Forum: Advanced Help
- Topic: Skeletal animation interpolation problem
- Replies: 20
- Views: 2861
- Sun Aug 02, 2009 4:11 pm
- Forum: Advanced Help
- Topic: Skeletal animation interpolation problem
- Replies: 20
- Views: 2861
- Sun Aug 02, 2009 8:32 am
- Forum: Advanced Help
- Topic: Skeletal animation interpolation problem
- Replies: 20
- Views: 2861