Search found 17 matches

by masm32
Tue Nov 20, 2018 10:28 am
Forum: Beginners Help
Topic: Multithreading in Irrlicht
Replies: 9
Views: 2242

Re: Multithreading in Irrlicht

unless the other cores in the system are running no other threads than irrlicht's OnAnimation and OnRegisterSceneNode This is actually the same what I was telling. Only do things that have no influence on other nodes. There is a small latency for the queue handling. This amount of time will negate ...
by masm32
Tue Nov 20, 2018 10:21 am
Forum: Advanced Help
Topic: DX11 support showing on Wikipedia
Replies: 38
Views: 7541

Re: DX11 support showing on Wikipedia

@robmar I wanted to be as close to the trunk code as possible. For this not all changes from shader-pipeline are used at the moment. The trunk code base uses many dynamic vertices send to the driver. This is something I want to go away from. Main goal is to be as close to Irrlicht trunk as possible,...
by masm32
Fri Nov 16, 2018 10:21 am
Forum: Advanced Help
Topic: DX11 support showing on Wikipedia
Replies: 38
Views: 7541

Re: DX11 support showing on Wikipedia

Nice robmar. I fixed the RenderToTexture in the DX11 implementation. In the shader branch the RenderTarget gets automatically a stencil depth buffer attached. This makes no sense, because if I want to make a RenderTarget with 4 Textures, I'll get 4 stencil depth buffers as well, which is a waste of ...
by masm32
Thu Nov 08, 2018 9:04 pm
Forum: Beginners Help
Topic: Multithreading in Irrlicht
Replies: 9
Views: 2242

Re: Multithreading in Irrlicht

I'am not talking about parallelize the functions itself. The main thread pushes the scene tree nodes in a queue, the worker threads fetch a node from queue and do the OnAnimation and OnRegisterSceneNode. This is not perfect, but it can be parallelized, because this functions do nearly all computing ...
by masm32
Thu Nov 08, 2018 10:20 am
Forum: Advanced Help
Topic: DX11 support showing on Wikipedia
Replies: 38
Views: 7541

Re: DX11 support showing on Wikipedia

The problem with missing triangles is easy to explain. TriangleFans are not longer supported by D3D10 and higher. So trying to render tri fans will fall back to tri list or strip with to few vertices or indices. I have tested the examples. The only examples not working are these below. Some errors i...
by masm32
Thu Nov 08, 2018 8:42 am
Forum: Beginners Help
Topic: Multithreading in Irrlicht
Replies: 9
Views: 2242

Re: Multithreading in Irrlicht

Hello, you don't have to multithread the 3D API calls. Without studying the source, we could offload the OnRegisterSceneNode() and OnAnimate(u32 timeMs) to WorkerThreads. This should work without problems.
by masm32
Sat Aug 18, 2018 7:47 pm
Forum: Open Discussion and Dev Announcements
Topic: DirectX 12 Ever?
Replies: 16
Views: 8132

Re: DirectX 12 Ever?

I know its an older post, but like it is said in another thread: It would make sense to use bgfx (as example, has not to be bgfx) as driver, to get away from developing the different drivers and concentrate on features. Let other teams concentrate on developing the driver, its to time consuming to m...
by masm32
Mon Jan 29, 2018 9:56 am
Forum: Advanced Help
Topic: DX11 support showing on Wikipedia
Replies: 38
Views: 7541

Re: DX11 support showing on Wikipedia

@robmar I looked at irrlicht_extended from JT90 that included bGFX. To use a render system to abstract away the burden to implement the driver itself is great. Pbr rendering would be great to, but should be implemented after a new renderer, because all new 3d api uses an different approach (shader a...
by masm32
Tue Nov 07, 2017 9:55 am
Forum: Advanced Help
Topic: DX11 support showing on Wikipedia
Replies: 38
Views: 7541

Re: DX11 support showing on Wikipedia

I know that there are issues with the DX11 implementation. Some effects are not showing, texcoord generation not correct, missing faces. But like I mentioned earlier, its basically a merge from shader-pipeline into the code trunk. I don't wanted to reinvent the wheel with a new own implementation. U...
by masm32
Mon Oct 30, 2017 12:30 pm
Forum: Advanced Help
Topic: DX11 support showing on Wikipedia
Replies: 38
Views: 7541

Re: DX11 support showing on Wikipedia

Hello I want to share my work from the last days. I have implemneted the shader-pipeline based on nadro in the current sources of Irrlicht. Default in IrrCompileConfig.h is #define NO_IRR_COMPILE_WITH_DIRECT3D_11_. I've also started with Vulkan, but I have currently no access to an video adapter wit...
by masm32
Sun Aug 27, 2017 7:49 pm
Forum: Advanced Help
Topic: DX11 support showing on Wikipedia
Replies: 38
Views: 7541

Re: DX11 support showing on Wikipedia

I think lack of more modern rendering pipelines is the death to Irrlicht. There are other engines that support d3d11, d3d12 and vulkan.
I'll think, the missing adaption to newer rendering pipelines is the reason for the big community losses.
by masm32
Sun Aug 27, 2017 7:11 pm
Forum: Advanced Help
Topic: file handling type confusion
Replies: 5
Views: 819

Re: file handling type confusion

Hallo, ich möchte auch mal meine 2 Worte dazu schreiben, da ich mich gerade sehr mit Irrlicht beschäftige. Das der Rückgabewert negativ sein kann liegt daran, das es zu der Zeit als die C Libraries geschrieben wurden, keine so große Datenträger, als auch Dateizuordnungen gab. So konnte man mit negat...
by masm32
Mon Sep 14, 2015 8:11 am
Forum: Project Announcements
Topic: Finally, a DirectX 10 video driver for Irrlicht
Replies: 750
Views: 246349

Re: Finally, a DirectX 10 video driver for Irrlicht

Hi, For me the best solution, to be compatible with OpenGL and 3D9 is, to cache the cbuffer and the states in system memory, flag if there are changes (dirty flag) and only send the buffer as complete block to the driver before the draw call is made. Don't "never" use UpdateSubrecources, a...
by masm32
Fri Sep 11, 2015 11:32 am
Forum: Project Announcements
Topic: Finally, a DirectX 10 video driver for Irrlicht
Replies: 750
Views: 246349

Re: Finally, a DirectX 10 video driver for Irrlicht

If you read my posts carefully you can get your information. The Shaders doesn't compile, so you get an exception if you try to execute an example, doesn't matter which one. There are only 3 Shader in Direct3D11. FIXED_FUNCTION_SHADER as example. "cbuffer cbPerFrame : register(c0)\n"\ is u...
by masm32
Fri Sep 11, 2015 6:37 am
Forum: Project Announcements
Topic: Finally, a DirectX 10 video driver for Irrlicht
Replies: 750
Views: 246349

Re: Finally, a DirectX 10 video driver for Irrlicht

If I'll change c# to b# (# number), then the shader compiles without this error. I think Visual Studio 2015 introduced some stricter checks. It must be b for constant buffer. With this change the shader compiles and the example works. I have tested this. I have used a Perfomance Analyser to find the...