Search found 850 matches

by Granyte
Fri Jul 10, 2015 5:25 pm
Forum: Advanced Help
Topic: Can a mesh have Tangents and 2 Texcoords?(Solved)
Replies: 16
Views: 3457

Re: Can a mesh have Tangents and 2 Texcoords?

in vanilla irrlicht 1.8 no

On the Shader-Pipeline branch yes but you have to create your vertex format your self.
by Granyte
Sun Jul 05, 2015 6:30 pm
Forum: Project Announcements
Topic: Finally, a DirectX 10 video driver for Irrlicht
Replies: 750
Views: 237146

Re: Finally, a DirectX 10 video driver for Irrlicht

there is no dx10 driver as the dx11 driver can run on all hardware all the way down to dx9 and support all feature of dx 9 ,10 and 11 if you are using the dx11 driver on dx10 hardware you should be able to use vs_4.0 and ps_4.0 amd has some cards suporting dx10.1 so ps/vs_4.1 dx11 hardware can use p...
by Granyte
Sun Jul 05, 2015 1:48 pm
Forum: Project Announcements
Topic: Finally, a DirectX 10 video driver for Irrlicht
Replies: 750
Views: 237146

Re: Finally, a DirectX 10 video driver for Irrlicht

11 is mostly complete I debugged the transparency a while a go and all feature should work but since I got no feedback on my build I sorta got stuck there

I'm starting work on the dx12 one in hope we get a functional driver before dx13 happens
by Granyte
Sun Jul 05, 2015 6:35 am
Forum: Project Announcements
Topic: Finally, a DirectX 10 video driver for Irrlicht
Replies: 750
Views: 237146

Re: Finally, a DirectX 10 video driver for Irrlicht

Ill update my dx11 work to the lates svn and publish a patch that fix transparency issue for good after i'm done with my session next week


also there is this hapening

Image
by Granyte
Fri Jul 03, 2015 4:03 pm
Forum: Off-topic
Topic: rant about simplex noise, incompetence and stuff.
Replies: 14
Views: 4330

Re: rant about simplex noise, incompetence and stuff.

Yes that's what i'm talking about the noise periode is to short (At least it was in my experimentation) to be sampled in integral you would need to sample it in float and divide the coordinate by something like 128 befor feeding it to your algorythm
by Granyte
Tue Jun 30, 2015 3:34 pm
Forum: Off-topic
Topic: rant about simplex noise, incompetence and stuff.
Replies: 14
Views: 4330

Re: rant about simplex noise, incompetence and stuff.

Your simplex code seem fine but the devil is in the detail with these. Ill have more time to look at it next week Are you feeding your noise function with coordinates ? if so do you scale them ? In my usage i noted it was better to fill your equivalent of a whole chunk using values from 0 to 1 then ...
by Granyte
Tue Jun 30, 2015 3:04 pm
Forum: Advanced Help
Topic: Question on building shader-pipeline with DirectX11 + mingw
Replies: 1
Views: 840

Re: Question on building shader-pipeline with DirectX11 + mi

Well the shader pipeline work for OGL and DX9 to so if you wan to use the shader-pipeline with an other driver you can just disable the dx11 driver. Then you can compile the engine where ever you wan to if you wish to use dx11 you need to compile on vs for now with the sdk it might be possible witho...
by Granyte
Sun Jun 21, 2015 2:03 am
Forum: Open Discussion and Dev Announcements
Topic: Instancing, potential performance gains and issues?
Replies: 2
Views: 1756

Re: Instancing, potential performance gains and issues?

1 well there would be a significant improvement in memory usage because instead of storing 8 vertice + 12 indices per cube so at least 60k * 8 vertice (assuming only half the faces on the cube are visible) * size of vertex+ 60k * 12 indices that's a whole lot of memory wasted there with instancing y...
by Granyte
Mon Jun 15, 2015 2:53 pm
Forum: Beginners Help
Topic: Grass Patch Scene Node doesn't work with Realistic Water
Replies: 5
Views: 1805

Re: Grass Patch Scene Node doesn't work with Realistic Water

well the water node call a draw all wich redraw the scene a second time every frame so maybe the grass did not enjoy beeing redrawn a second time without a end scene or something between
by Granyte
Sat May 30, 2015 4:31 am
Forum: Open Discussion and Dev Announcements
Topic: Irrlicht 2.0 - What's in store for the future!
Replies: 157
Views: 39118

Re: Irrlicht 2.0 - What's in store for the future!

Alright I hope too ill naturaly devlop a dx12 driver to go with it and ill also add multithreaded rendering for dx11
by Granyte
Thu May 28, 2015 6:55 pm
Forum: Open Discussion and Dev Announcements
Topic: Irrlicht 2.0 - What's in store for the future!
Replies: 157
Views: 39118

Re: Irrlicht 2.0 - What's in store for the future!

Will we support the multi threaded rendering path on these drivers?

Because it kinda is a big part of dx12/vulkan
by Granyte
Fri May 15, 2015 3:58 pm
Forum: Off-topic
Topic: yse Sound Library
Replies: 6
Views: 2361

Re: yse Sound Library

i started using YSE sadly there is a potential licensing issue with juice if you plan to go commercial And so far the performance is not constand and several issue arrise when trying to play sounds multiple times ohter wise the interphase for YSE is really nice and a proper implementation would be a...
by Granyte
Sat May 09, 2015 9:36 pm
Forum: Open Discussion and Dev Announcements
Topic: Irrlicht 2.0 - What's in store for the future!
Replies: 157
Views: 39118

Re: Irrlicht 2.0 - What's in store for the future!

If a thread drop the refcound under your feet then some one thier does while(true) x->drop(); or you didn't properly implement grabbin when using and dropping when done Also irrlicht igniored threading as long as it could with the next generation of API becoming natively threaded irrlicht will never...
by Granyte
Sat Apr 25, 2015 7:26 pm
Forum: Project Announcements
Topic: Finally, a DirectX 10 video driver for Irrlicht
Replies: 750
Views: 237146

Re: Finally, a DirectX 10 video driver for Irrlicht

it's on page 43 ... a dropbox link I posted
by Granyte
Thu Apr 23, 2015 12:41 am
Forum: Project Announcements
Topic: Finally, a DirectX 10 video driver for Irrlicht
Replies: 750
Views: 237146

Re: Finally, a DirectX 10 video driver for Irrlicht

well there is a full download a couple pages back