Search found 40 matches

by evandromillian
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 ...
by evandromillian
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...
by evandromillian
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

Hi people. In DX 11 driver project, I implemented a FVF in a simple way, only exposing one additional method and one struct, as well as some enumerations: SVertexElement: #ifndef __S_VERTEX_ELEMENT_H_INCLUDED__ #define __S_VERTEX_ELEMENT_H_INCLUDED__ #include "irrTypes.h" #include "ir...
by evandromillian
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...
by evandromillian
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...
by evandromillian
Wed Jan 12, 2011 9:24 pm
Forum: Project Announcements
Topic: Finally, a DirectX 10 video driver for Irrlicht
Replies: 750
Views: 236351

Hybrid, I think that I didn't upload this implementation yet, sorry :lol: I changed the method for addRenderTargetTexture, that now is: virtual ITexture* addRenderTargetTexture(const core::dimension2d<u32>& size, const io::path& name = "rt", const ECOLOR_FORMAT format = ECF_UNKNOWN...
by evandromillian
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...
by evandromillian
Tue Jan 11, 2011 5:32 pm
Forum: Project Announcements
Topic: Finally, a DirectX 10 video driver for Irrlicht
Replies: 750
Views: 236351

Hi 3DModelerMan,

See in bin/Win32-VisualStudio folder of project. There are the examples and the Irrlicht.dll also. But it was compiled in debug mode, OK?

Contact me in case of doubt.
by evandromillian
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...
by evandromillian
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...
by evandromillian
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...
by evandromillian
Tue Nov 30, 2010 5:49 pm
Forum: Code Snippets
Topic: [HLSL]A Complete Shader Instancing Example
Replies: 19
Views: 8297

It is possible to upload the frustum to GPU and test each vertex against? We can lost some performance for scenes like these above, but with an RTS army (where we can't ensure all instances will be in the screen) this can be a performance save.
by evandromillian
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...
by evandromillian
Thu Nov 18, 2010 5:30 pm
Forum: Project Announcements
Topic: Finally, a DirectX 10 video driver for Irrlicht
Replies: 750
Views: 236351

The June 2010, same you used.

I updated the code with DX 11 initial implementation. I appreciate the help to understand what's happening with draw. Looks like the viewport or lighting calculation is wrong, but I tested and didn't find errors (apparently).
by evandromillian
Thu Nov 18, 2010 1:17 pm
Forum: Project Announcements
Topic: Finally, a DirectX 10 video driver for Irrlicht
Replies: 750
Views: 236351

I used Visual Studio 2010.