Search found 1125 matches

by robmar
Thu Jan 11, 2018 12:58 pm
Forum: Advanced Help
Topic: DX11 support showing on Wikipedia
Replies: 38
Views: 7052

Re: DX11 support showing on Wikipedia

How's that going by the way?
by robmar
Thu Jan 11, 2018 12:57 pm
Forum: Advanced Help
Topic: Offseting sub-meshes - positioning submeshes
Replies: 7
Views: 1589

Re: Offseting sub-meshes - positioning submeshes

Just explode the model, it just requires a new transform for each submesh, the Irrlicht parent-child code does the same thing.
by robmar
Thu Jan 11, 2018 12:55 pm
Forum: Bug reports
Topic: Multiple meshes in .dae - only one shows up
Replies: 16
Views: 5883

Re: Multiple meshes in .dae - only one shows up

Hi, did this get fixed?
by robmar
Sun Dec 17, 2017 12:29 am
Forum: Open Discussion and Dev Announcements
Topic: Implementing BGFX as a driver...
Replies: 42
Views: 19687

Re: Implementing BGFX as a driver...

The D3D shader, bump shader, is in CD3DNormalMapRenderer.cpp then?

I guess these shader were written in asm... any good reference guides or tools to convert them to HLSL??
by robmar
Sun Dec 17, 2017 12:27 am
Forum: Advanced Help
Topic: Offseting sub-meshes - positioning submeshes
Replies: 7
Views: 1589

Re: Offseting sub-meshes - positioning submeshes

How about multiply the sub-mesh offset matrix by the original transform matrix, call SetTransform with that in the node's Render() proc, having passed the same offset matrix to the shader previously, and the following mesh or node render, reset the matrix... that should work, right? The GPU will sim...
by robmar
Fri Dec 15, 2017 4:05 pm
Forum: Advanced Help
Topic: Offseting sub-meshes - positioning submeshes
Replies: 7
Views: 1589

Offseting sub-meshes - positioning submeshes

Anyone knows how to offset the position of sub-meshes?

I'd like to explode something by manipulating the position and rotation of the submeshes.
by robmar
Fri Dec 15, 2017 4:03 pm
Forum: Open Discussion and Dev Announcements
Topic: Implementing BGFX as a driver...
Replies: 42
Views: 19687

Re: Implementing BGFX as a driver...

Okay, sounds good! Where the hell are those pesky irrlich shaders stored? I'll convert them, I think they are in asm, to HLSL if any one can tell me where they are hard coded? :) In particular, the bump map shader, and the metal one. Once they're working in HSLS, it will be easy to add them for bGFX...
by robmar
Fri Dec 15, 2017 3:59 pm
Forum: Everything 2d/3d Graphics
Topic: The Vulkan API
Replies: 71
Views: 31113

Re: The Vulkan API

Okay, so create n threads to process node animation (pos change), and rendering preparation up to the actual rendering point, then render the lot in the main thread, doesn't sound too difficult, is that what you mean? I don't know how much overhead bGFX would have, but I guess to get the most out of...
by robmar
Thu Nov 30, 2017 3:27 pm
Forum: Everything 2d/3d Graphics
Topic: The Vulkan API
Replies: 71
Views: 31113

Re: The Vulkan API

Have you look at or tested the Irrlicht bGFX addition, seems like the way to go to support all drivers, as long as its efficient.

I guess your Vulkan driver will be fast and easy to expand though, without all the other stuff needed for something like bGFX:
by robmar
Thu Nov 30, 2017 3:25 pm
Forum: Advanced Help
Topic: DX11 support showing on Wikipedia
Replies: 38
Views: 7052

Re: DX11 support showing on Wikipedia

Why bother now that bFGX has been patched in, isn't that the way to go?

Also it supports the SPIRV language for shaders and GPU compute.
by robmar
Thu Nov 30, 2017 3:09 pm
Forum: Open Discussion and Dev Announcements
Topic: Implementing BGFX as a driver...
Replies: 42
Views: 19687

Re: Implementing BGFX as a driver...

Only that the DX9 driver works so well, and fast. Is there any guarantee that the bGFX driver would be as fast and fully compatible, with all the same shaders working? In regards to shaders, the GLSLC tool looks great, converting HLSL and GLSL to SPIRV. It would be useful if the HLSL/GLSL source cou...
by robmar
Tue Nov 07, 2017 1:32 pm
Forum: Open Discussion and Dev Announcements
Topic: Implementing BGFX as a driver...
Replies: 42
Views: 19687

Re: Implementing BGFX as a driver...

The calls to load the shaders (2 or 3 of them), failed, I thought it was the AMD shader compiler not happy with the syntax. I've seen this many times where shader code compiles on the NVidia but not on the AMD, usually the code needs minor adjustment. I´ll take a look at it again soon and try to fix...
by robmar
Fri Nov 03, 2017 12:39 pm
Forum: Advanced Help
Topic: DX11 support showing on Wikipedia
Replies: 38
Views: 7052

Re: DX11 support showing on Wikipedia

@AReichl - any pointers on the necessary patches would be a great help!

Which branch of Irrlicht does the patch work with?
by robmar
Mon Oct 30, 2017 3:49 pm
Forum: Open Discussion and Dev Announcements
Topic: Implementing BGFX as a driver...
Replies: 42
Views: 19687

Re: Implementing BGFX as a driver...

I have your code running, Irrlicht + BGFX, but there are problems with the first and some other shaders, probably because I'm using a different GPU to those tested on. Sometimes NVidia code runs the shaders, and AMD fails, or the other way around. As the shaders are coded into the code files, its no...
by robmar
Sat Sep 16, 2017 8:22 am
Forum: Open Discussion and Dev Announcements
Topic: Implementing BGFX as a driver...
Replies: 42
Views: 19687

Re: Implementing BGFX as a driver...

Okay, any idea of the improvement of Bgfx compared to DX9?

I'd love to tun a benchmark, so any help would be appreciated