Search found 850 matches

by Granyte
Thu Sep 21, 2023 8:17 pm
Forum: Off-topic
Topic: Leaving Irrlicht?...
Replies: 22
Views: 7379

Re: Leaving Irrlicht?...

Yes I needed a lot of Dx10 and later features as well as instancing. My own project is based on the shader pipeline branch and is still close enough to irrlicht that porting back is not an absolute impossibility. If there is an interest for it. I would be glad to help port back features from my fork...
by Granyte
Thu Sep 21, 2023 2:35 pm
Forum: Off-topic
Topic: Leaving Irrlicht?...
Replies: 22
Views: 7379

Re: Leaving Irrlicht?...

An other thing that might not have helped is that alot of the non core members that contributed from times to times required features that are not even in the irrlicht roadmap for our own projects.


I know of at least the BAW team and My self that forked away from irrlicht
by Granyte
Tue Jun 19, 2018 8:46 pm
Forum: Open Discussion and Dev Announcements
Topic: New Irrlicht team-member for iOS & metal: Daniel Bocksteger
Replies: 23
Views: 9186

Re: New Irrlicht team-member for iOS & metal: Daniel Bockste

Of the top of my head I use instancing, custom vertex formats, 3d textures, tessellation and texture arrays There may be a couple other features I cannot think of. Also I'm not migrating to OGL any time my code is way to reliant on my shaders and so far I find GLSL to be more annoying to write then ...
by Granyte
Tue Jun 19, 2018 8:56 am
Forum: Open Discussion and Dev Announcements
Topic: New Irrlicht team-member for iOS & metal: Daniel Bocksteger
Replies: 23
Views: 9186

Re: New Irrlicht team-member for iOS & metal: Daniel Bockste

Welcome to the new team member and while I personaly have no interest to Apple's side maybe Development for metal will give us a path forward to newer API Btw my project is still running on an updated version of the shader-pipeline branch and dx11 driver but no one ever showed any interest to the pa...
by Granyte
Thu Jul 13, 2017 8:04 pm
Forum: Game Programming
Topic: Irrlicht/DirectX 11
Replies: 2
Views: 4035

Re: Irrlicht/DirectX 11

There is an updated and more recent version of the fork but work on is postponed until irrlicht 2.0
by Granyte
Fri Feb 24, 2017 8:17 pm
Forum: Advanced Help
Topic: 3D textures
Replies: 7
Views: 1350

Re: 3D textures

If you are using ogl devsh fork has 3d texture and 2d arrays
if you are using dx i there is a version of the shader pipeline branch that has 3d texture and 2d arrays support
by Granyte
Mon Dec 19, 2016 8:39 pm
Forum: Open Discussion and Dev Announcements
Topic: Another suggestion: "IVideoDriver::setBeginSceneOptions"
Replies: 23
Views: 5066

Re: Another suggestion: "IVideoDriver::setBeginSceneOptions"

Another thing that will need a sure revamp is the material systems, the new API are stateless, now the settings are stored on objects that may change at runtime, thus the materals can no longer be simple structures, or perhaps, they would serve only as a frontend to a more complex "behind the ...
by Granyte
Mon Dec 19, 2016 4:10 am
Forum: Everything 2d/3d Graphics
Topic: Post Your Irrlicht Screenshots / Render Here.
Replies: 1548
Views: 377281

Re: Post Your Irrlicht Screenshots / Render Here.

the dark area are the hydrogen gas light absorption https://en.wikipedia.org/wiki/Dark_nebula

also there was no z sorting on the clouds when i took that screen shot but the picture are still incredibly great so i could not resist posting them
by Granyte
Sat Dec 17, 2016 4:30 am
Forum: Everything 2d/3d Graphics
Topic: Post Your Irrlicht Screenshots / Render Here.
Replies: 1548
Views: 377281

Re: Post Your Irrlicht Screenshots / Render Here.

Image

WIP procedural nebula
by Granyte
Fri Dec 16, 2016 7:56 am
Forum: Open Discussion and Dev Announcements
Topic: Another suggestion: "IVideoDriver::setBeginSceneOptions"
Replies: 23
Views: 5066

Re: Another suggestion: "IVideoDriver::setBeginSceneOptions"

good to know
however I'm stuck on the FVF for now to many features are missing from the trunk i cannot jump back
by Granyte
Thu Dec 15, 2016 8:54 pm
Forum: Open Discussion and Dev Announcements
Topic: Another suggestion: "IVideoDriver::setBeginSceneOptions"
Replies: 23
Views: 5066

Re: Another suggestion: "IVideoDriver::setBeginSceneOptions"

Also currently there is no way to set the value of the zbuffer it always clear to 0.

this would be usefull tor everse the zbuffer
by Granyte
Thu Dec 01, 2016 9:11 pm
Forum: Open Discussion and Dev Announcements
Topic: Future of shader-pipeline branch
Replies: 12
Views: 3755

Re: Future of shader-pipeline branch

somewhat like with the dx11 driver if you compile shaders with dx9 compatibility then they will run fine in dx11 and 12.


Also is there a repo for the said vulkan dx12 experimentations?
by Granyte
Mon Nov 21, 2016 11:49 am
Forum: Everything 2d/3d Graphics
Topic: Post Your Irrlicht Screenshots / Render Here.
Replies: 1548
Views: 377281

Re: Post Your Irrlicht Screenshots / Render Here.

I'm stranded in the valley of a far far distant moon

Usual from my space engine apply everything you see you can run in a straight line to

Image
by Granyte
Fri Nov 18, 2016 9:49 pm
Forum: Open Discussion and Dev Announcements
Topic: Future of shader-pipeline branch
Replies: 12
Views: 3755

Re: Future of shader-pipeline branch

Is there anything new on this?

because currently it seem like i'm stranded on on an increasingly diverging version of irrlicht
by Granyte
Tue Apr 05, 2016 12:36 am
Forum: Advanced Help
Topic: Increase max textures from 8.
Replies: 19
Views: 4109

Re: Increase max textures from 8.

For my part dx11 and instancing are both missing from the trunk so until both are ported i'm stuck on the shader-pipeline