Search found 40 matches
- Thu Apr 07, 2011 1:02 pm
- Forum: Project Announcements
- Topic: Finally, a DirectX 10 video driver for Irrlicht
- Replies: 750
- Views: 236351
Hello, No, this project is not dead, it's only sleeping. My work is taking too much time. But I'm thinking to create a fork with this project, because there's too much changes from original code, see: - hardware buffers - variable vertex type - stream output/feedback - multisample and texture array ...
- Sun Jan 16, 2011 12:20 am
- Forum: Project Announcements
- Topic: Finally, a DirectX 10 video driver for Irrlicht
- Replies: 750
- Views: 236351
Now we started playing with DirectX 11: http://farm6.static.flickr.com/5248/5358077367_3aa9bbdcd9.jpg This image is the ParticleGS sample from DirectX SDK, ported to Irrlicht. This sample uses the stream output funcionality to process and draw particles entirely in GPU, instead of CPU animation. For...
- Thu Jan 13, 2011 3:58 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Flexible Vertex Format - special SVN branch is ready!!!
- Replies: 135
- Views: 132216
- Thu Jan 13, 2011 3:51 pm
- Forum: Project Announcements
- Topic: Finally, a DirectX 10 video driver for Irrlicht
- Replies: 750
- Views: 236351
Hi amerthebest, Yes, the code is wrong, thanks for help. The driver is not working well with particles and 2D rendering, and shadows wasn't implemented yet. I was working in another new features, but I will return and complete basic features of the driver. And thanks fmx, I will post FVF in that top...
- Thu Jan 13, 2011 1:02 am
- Forum: Project Announcements
- Topic: Finally, a DirectX 10 video driver for Irrlicht
- Replies: 750
- Views: 236351
Hybrid, How do you think to integrate AA?I thought about using something like: driver->setTextureCreationFlag(video::ETCF_MSAA_8X, true); // create texture driver->setTextureCreationFlag(video::ETCF_MSAA_8X, false); But I don't think that is good, cause MSAA only makes sense in render target texture...
- Wed Jan 12, 2011 9:24 pm
- Forum: Project Announcements
- Topic: Finally, a DirectX 10 video driver for Irrlicht
- Replies: 750
- Views: 236351
- Wed Jan 12, 2011 10:36 am
- Forum: Project Announcements
- Topic: Finally, a DirectX 10 video driver for Irrlicht
- Replies: 750
- Views: 236351
Thanks Mel. Ths is an example of how to create custom vertex types: struct ParticleVertex { core::vector3df Pos; core::vector3df Velocity; u32 Type; }; core::array<SVertexElement> elements; elements.push_back(SVertexElement(EVES_POSITION, EVET_FLOAT3, 0)) elements.push_back(SVertexElement(EVES_NORMA...
- Tue Jan 11, 2011 5:32 pm
- Forum: Project Announcements
- Topic: Finally, a DirectX 10 video driver for Irrlicht
- Replies: 750
- Views: 236351
- Tue Jan 11, 2011 12:41 pm
- Forum: Project Announcements
- Topic: Finally, a DirectX 10 video driver for Irrlicht
- Replies: 750
- Views: 236351
Hi people. New changes to this project: - Implemented hardware buffers, created by IVideoDriver. Buffers can be created by DirectX 9 and 11 drivers, and draw using it is only enabled for DX 11. See drawHardwareBuffer and createHardwareBuffer methods - Vertex declaration support started by registerVe...
- Wed Dec 08, 2010 9:50 pm
- Forum: Project Announcements
- Topic: Finally, a DirectX 10 video driver for Irrlicht
- Replies: 750
- Views: 236351
Hi people. Very good news for all. I think that the most important news is that: since Google does not provide zlib licence, I'm now using bitbucket to store the repository, and with ZLIB licence. See in http://bitbucket.org/evandromillian/irrlicht-20xx This is not a fork of the Irrlicht. My greates...
- Tue Nov 30, 2010 6:00 pm
- Forum: Code Snippets
- Topic: Per Face Culling
- Replies: 42
- Views: 19012
Hey guys, have you tried using geometry shader? In this stage you have access to all primitive's vertices, and then test it's normal. If the primitive is back-faced, you only don't output it to pipeline. Another point is that whole process is executed on GPU, that is too much faster than CPU. Follow...
- Tue Nov 30, 2010 5:49 pm
- Forum: Code Snippets
- Topic: [HLSL]A Complete Shader Instancing Example
- Replies: 19
- Views: 8297
- Mon Nov 22, 2010 11:43 am
- Forum: Project Announcements
- Topic: Finally, a DirectX 10 video driver for Irrlicht
- Replies: 750
- Views: 236351
Hi boys. You have to link D3DCompiler.lib to your project. This is needed, because Effect11 framework don't load it dynamically, but is linked statically. For errors with LIBCMT.lib, you can ignore this lib, insert this name in Ignore Specific Default Libraries , in Project Properties -> Configurati...
- Thu Nov 18, 2010 5:30 pm
- Forum: Project Announcements
- Topic: Finally, a DirectX 10 video driver for Irrlicht
- Replies: 750
- Views: 236351
- Thu Nov 18, 2010 1:17 pm
- Forum: Project Announcements
- Topic: Finally, a DirectX 10 video driver for Irrlicht
- Replies: 750
- Views: 236351