Typical that DX11 is 40% faster than Vulkan, be interesting to know how DX9 performed?!
There are posts about games still running faster under DX9 with same quality graphics compared to DX11/12.
The Vulkan implementation doesn't support vertices in hardware yet?
Search found 1125 matches
- Fri Jan 25, 2019 10:50 am
- Forum: Project Announcements
- Topic: Vulkan / Dx11 renderer
- Replies: 15
- Views: 10385
- Wed Jan 23, 2019 9:40 pm
- Forum: Code Snippets
- Topic: IrrAssimp (mesh import/export)
- Replies: 31
- Views: 15103
Re: IrrAssimp (mesh import/export)
@JLouisB you said its supposed to work, but it doesn't work with either .x or .fbx, there are no animation parameters for either file of these type using IrrAssimp, the HasAnimation variable is disabled after loading, so it seems that no animation frames are detected during the Assimp load, or most ...
- Wed Jan 23, 2019 8:13 pm
- Forum: Code Snippets
- Topic: IrrAssimp (mesh import/export)
- Replies: 31
- Views: 15103
Re: IrrAssimp (mesh import/export)
Okay that was a bit of a nightmare! Assimp master files still have an x86 dll copy placed in the x64 folder since 3-years ago, which was confusing! There are numerous complaints about this on various forums, so would be great if someone would fix that to stop people wasting time with the same old pr...
- Wed Jan 23, 2019 5:16 pm
- Forum: Code Snippets
- Topic: IrrAssimp (mesh import/export)
- Replies: 31
- Views: 15103
Re: IrrAssimp (mesh import/export)
Hi, thanks for the tip! I just installed your Assimp Viewer, and it works absolutely perfectly with FBX animations, even complex ones. So I then downloaded IrrAssimp and ran the demo main.cpp with Irrlicht 1.8.4 official version, and it loads but there is no animation at all. I´ll try it now with 1....
- Wed Jan 23, 2019 2:26 pm
- Forum: Advanced Help
- Topic: Playing movie in texture
- Replies: 118
- Views: 59707
Re: Playing movie in texture
Yes, it should do as it just renders the video to a texture each frame. Make sure your texture resolution matches the video as depending on the video driver, that may stop it working.
- Wed Jan 23, 2019 2:23 pm
- Forum: Project Announcements
- Topic: Irrlicht i18n (Unicode, FreeType, etc.)
- Replies: 176
- Views: 110265
Re: Irrlicht i18n (Unicode, FreeType, etc.)
I implemented the simpler CGUITTFonts into Irrlicht and its working perfectly, really fast. The new more complex version can take a long time loading the cache of characters around the last character loaded though.
- Wed Jan 23, 2019 2:21 pm
- Forum: Project Announcements
- Topic: Saga3D - Re-creating Irrlicht with Vulkan
- Replies: 27
- Views: 12203
Re: Saga3D - Modernizing Irrlicht with Vulkan
Hi, what's the latest on GPU skinning, is it supported in 1.8.4 or elsewhere? Edit: okay I see 1.8.4 does not change the anim system at all. AutoDesk and AssimpViewer both perform skinning about 8 x faster than Irrlicht, so that may be code efficiency rather than doing the skinning math in the verte...
- Wed Jan 23, 2019 2:06 pm
- Forum: Advanced Help
- Topic: VR driver to use mobile phone screen in headset
- Replies: 2
- Views: 1376
Re: VR driver to use mobile phone screen in headset
Wow, that's quite a nice looking sim! You render L-R views without any type of expanded FOV. Would be nice to use one of those new curved/flexible displays to have a wide fov.
- Thu Dec 13, 2018 11:43 am
- Forum: Project Announcements
- Topic: Saga3D - Re-creating Irrlicht with Vulkan
- Replies: 27
- Views: 12203
Re: Saga3D - Modernizing Irrlicht with Vulkan
Sounds great, for sure a lot of hours of sweat!
Did any Irrlicht version support per-meshbuffer culling? I haven't seen that in 1.7.3, which is the main release I use.
Did any Irrlicht version support per-meshbuffer culling? I haven't seen that in 1.7.3, which is the main release I use.
- Wed Dec 12, 2018 1:18 pm
- Forum: Project Announcements
- Topic: Irrlicht i18n (Unicode, FreeType, etc.)
- Replies: 176
- Views: 110265
Re: Irrlicht i18n (Unicode, FreeType, etc.)
The CGUITTFont allocation is working okay used in MFC, the problem initially was using new and delete on string pointers in the SMaterial class, which I'd added to pass up the filenames loaded for each sub-mesh. In MFC new created memory with block type 4, but Irrlicht used block type 1, or was it t...
- Wed Dec 12, 2018 1:13 pm
- Forum: Code Snippets
- Topic: IrrAssimp (mesh import/export)
- Replies: 31
- Views: 15103
Re: IrrAssimp (mesh import/export)
FBX format is designed for interchange, so no problem using that one. Most other formats are now in the public domain, and the newer formats are not easy to crack.
- Wed Dec 12, 2018 1:11 pm
- Forum: Project Announcements
- Topic: Saga3D - Re-creating Irrlicht with Vulkan
- Replies: 27
- Views: 12203
Re: Saga3D - Modernizing Irrlicht with Vulkan
Seems complicated, good though, but keeping track of even more stuff happening is going to be hard for all of us without brains the size of a small planet :) Rendering large models, like 1GB meshes of complete cars seems to just load the GPU so much. I guess its still rendering all the sub-meshes ev...
- Sat Dec 08, 2018 7:00 pm
- Forum: Project Announcements
- Topic: Irrlicht i18n (Unicode, FreeType, etc.)
- Replies: 176
- Views: 110265
Re: Irrlicht i18n (Unicode, FreeType, etc.)
Would you just show me the correct syntax? I can't see now the allocator allocate a new CGUITTFont class at all, as the constructor wants a reference to an already existing CGUITTFont class. So please, just show me! :) core::irrAllocator<CGUITTFont> allocator; CGUITTFont *p = allocator.construct(......
- Wed Dec 05, 2018 11:19 am
- Forum: Project Announcements
- Topic: Saga3D - Re-creating Irrlicht with Vulkan
- Replies: 27
- Views: 12203
Re: Saga3D - Modernizing Irrlicht with Vulkan
@devsh So the render process runs, loading of meshes to CPU and GPU, load/update textures to GPU, update animations CPU values, issue render commands to GPU... GPU starts rendering, shader units access meshes and textures... so we can't update those meshes or textures until the rendering has finishe...
- Tue Dec 04, 2018 11:48 am
- Forum: Code Snippets
- Topic: IrrAssimp (mesh import/export)
- Replies: 31
- Views: 15103
Re: IrrAssimp (mesh import/export)
Did animation support get added? Tried using the latest Asimp to import an animated FBX and it crashed immediately.