Search found 2057 matches

by devsh
Thu Feb 14, 2019 7:08 pm
Forum: Open Discussion and Dev Announcements
Topic: 3000th commit - IrrlichtBAW (GIT repo, v 0.3.0-gamma1)
Replies: 262
Views: 69531

Re: Asset Pipeline Mrg- BAW Irrlicht (GIT repo, v 0.3.0-alph

Asset Pipeline Merge Done

Unified Caches for all Resources (except for shaders... we're working on it).

https://github.com/buildaworldnet/IrrlichtBAW/pull/213

OBviously expect the master branch to be instable as hell.
by devsh
Thu Feb 14, 2019 4:48 pm
Forum: Advanced Help
Topic: Lack of mesh smoothing
Replies: 9
Views: 7677

Re: Lack of mesh smoothing

You'd have to compare more than the position attribute to not merge stuff that shoudn't be merged, such as UV coords. Generally speaking you'd get best performance (O(n) ) if you implemented a good hash function for multidimensional voxel grids (3D pos + 2D uv + whatever else), then used std::unorde...
by devsh
Wed Feb 13, 2019 10:16 pm
Forum: Open Discussion and Dev Announcements
Topic: 3000th commit - IrrlichtBAW (GIT repo, v 0.3.0-gamma1)
Replies: 262
Views: 69531

Re: Update 26.01.19 - BAW Irrlicht (GIT repo, v 0.3.0-alpha1

Semi-stable release just before the asset pipeline merge is out
https://github.com/buildaworldnet/Irrli ... .0-alpha12

Asset Pipeline merge will happen tommorrow.
by devsh
Wed Feb 13, 2019 11:42 am
Forum: Advanced Help
Topic: Lack of mesh smoothing
Replies: 9
Views: 7677

Re: Lack of mesh smoothing

On a second thought that simple algo would not work if you needed to duplicate your vertices because of UVs or something like that. However you could build a redirect list from every vertex to the first vertex with same position and smooth group, just like in mesh-welding (the kind that would ignore...
by devsh
Wed Feb 13, 2019 10:55 am
Forum: Advanced Help
Topic: Lack of mesh smoothing
Replies: 9
Views: 7677

Re: Lack of mesh smoothing

Recalculating normals is actually a cumulative process, the results of the normal calculations can be added, you just need to normalize each time you add a new normal, That will just make your algorithm order dependant and give more weight to the normals added at the end, just keep adding the norma...
by devsh
Tue Feb 12, 2019 10:31 am
Forum: Open Discussion and Dev Announcements
Topic: 3000th commit - IrrlichtBAW (GIT repo, v 0.3.0-gamma1)
Replies: 262
Views: 69531

Re: Update 26.01.19 - BAW Irrlicht (GIT repo, v 0.3.0-alpha1

Did you try example 26? I get 100% perf increase despite not changing anything in terms of what triangles are being drawn. My omni-cube map uses 1 draw call to render all 6 faces of the cube, so its fewer draw calls. Run my examples through RenderDoc, and you'll see what they do exactly, drawcall by...
by devsh
Fri Feb 08, 2019 10:19 am
Forum: Open Discussion and Dev Announcements
Topic: 3000th commit - IrrlichtBAW (GIT repo, v 0.3.0-gamma1)
Replies: 262
Views: 69531

Re: Update 26.01.19 - BAW Irrlicht (GIT repo, v 0.3.0-alpha1

For shadows I do a render using a simple depth shader into a float16 frame buffer, then in the pixel shader I see if the pixel being rendered is below the depth of the matching pixel in the depth map, seems to work fast, but of course I still have to render most objects, though some objects I turn ...
by devsh
Wed Feb 06, 2019 6:52 pm
Forum: Open Discussion and Dev Announcements
Topic: 3000th commit - IrrlichtBAW (GIT repo, v 0.3.0-gamma1)
Replies: 262
Views: 69531

Re: Update 26.01.19 - BAW Irrlicht (GIT repo, v 0.3.0-alpha1

So does BAW Irrlicht have the animation system working with skinning done in the vertex shader, can I compile and test it? Yes, its been working for over 2 years. Make sure you use MSVC 2017 toolset v141 . Use CMake to generate visual studio files, make sure your INSTALL directory is the lib/Win64 ...
by devsh
Fri Feb 01, 2019 9:05 pm
Forum: Open Discussion and Dev Announcements
Topic: 3000th commit - IrrlichtBAW (GIT repo, v 0.3.0-gamma1)
Replies: 262
Views: 69531

Re: Update 26.01.19 - BAW Irrlicht (GIT repo, v 0.3.0-alpha1

Irrlicht would actually be pretty decent if implemented on top of bGFX and didn't wrap its APIs in old dx8/dx9 style interfaces and didn't hide the extra things that bGFX does. However I didn't go with bGFX in the first place because it did not (and probably still does not) support Vulkan, as far as...
by devsh
Wed Jan 30, 2019 4:30 pm
Forum: Open Discussion and Dev Announcements
Topic: 3000th commit - IrrlichtBAW (GIT repo, v 0.3.0-gamma1)
Replies: 262
Views: 69531

Re: Update 26.01.19 - BAW Irrlicht (GIT repo, v 0.3.0-alpha1

Yes, but we decided to fix the API problems first. It's Irrlicht's (and my fork's) APIs that are preventing good performance and threading in any API. One thing you see in all of the other ports/works on this forum is that they hide DX11, Vulkan, etc. behind the unchanged facade of Irrlicht 1.8.x or...
by devsh
Tue Jan 29, 2019 10:19 am
Forum: Open Discussion and Dev Announcements
Topic: 3000th commit - IrrlichtBAW (GIT repo, v 0.3.0-gamma1)
Replies: 262
Views: 69531

Re: Update 26.01.19 - BAW Irrlicht (GIT repo, v 0.3.0-alpha1

Vulkan is not yet implemented, it requires following projects to be complete first:
https://github.com/buildaworldnet/Irrli ... projects/7
https://github.com/buildaworldnet/Irrli ... projects/3

We have OpenGL that works like Vulkan (Persistently Mapped Buffers).
by devsh
Sat Jan 26, 2019 5:10 am
Forum: Open Discussion and Dev Announcements
Topic: 3000th commit - IrrlichtBAW (GIT repo, v 0.3.0-gamma1)
Replies: 262
Views: 69531

Re: Update 23.01.19 - BAW Irrlicht (GIT repo, v 0.3.0-alpha1

Threw old the old unsafe, global, static and imprecise timer.
by devsh
Sat Jan 26, 2019 2:37 am
Forum: Project Announcements
Topic: Musings about Deferred Rendering in OpenGL 4.3+
Replies: 13
Views: 5642

Re: Musings about Deferred Rendering in OpenGL 4.3+

Just realized that algorithms for Order Independent Transparency can help with Light List Construction in Tiled and Clustered Lighting (Deferred or Forward+).

https://github.com/buildaworldnet/Irrli ... issues/216
by devsh
Tue Jan 22, 2019 10:04 pm
Forum: Open Discussion and Dev Announcements
Topic: 3000th commit - IrrlichtBAW (GIT repo, v 0.3.0-gamma1)
Replies: 262
Views: 69531

Re: New Version - BAW Irrlicht (GIT repo, v 0.3.0-alpha6)

There's an example Bullet 3 integration being worked on by a 3rd party.