Directx 10 support

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slaaitjuh
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Directx 10 support

Post by slaaitjuh »

Is there any decent planning if and when directx 10 will be (at least for a big part new features) supported? It has the geo shaders, optimized buffers etc...

will this be a hugh change to irrlicht? Will this be possible in Irrlicht? Cause i read that vertex/index buffers are still not supported by Irrlicht, is this to hard to implent, to inuniform?

i can think of the problem that dx10 is not supported on OS lower then Vista, and that dx10 is totally rewritten and simplified. Is this a problem? Does it work that different?

when i look at the sdk examples http://developer.download.nvidia.com/SD ... mples.html I'd like to experiment with that :D

Kind regards!
Jan
Virion
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Post by Virion »

i can think of the problem that dx10 is not supported on OS lower then Vista, and that dx10 is totally rewritten and simplified. Is this a problem? Does it work that different?
I think have to rewrite Irrlicht so that it can support DirectX 10? Not very sure though.
rooly
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Post by rooly »

from all the little bit that i've heard, irrlicht would need a total rewrite to do everything from shaders just to use dx10. however, seeing as dx10 is for 1 platform, with one video card, i highly doubt irrlicht is going to be seeing it any time soon.

sometimes you just gotta wish that ms would stop trying to fix what aint broke.

like the old saying goes: "how many Microsoft lawyers does it take to change a light bulb? Answer, none. they just declare darkness(tm) the new light.
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slaaitjuh
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Post by slaaitjuh »

ok i understand that. But for starting prospective they could start with implenting futures for buffers etc.

Next to that, true that M$ is trying to push the limits everytime just to get $$ but they do push the limits often to get more out of games, even if their goal is $$.

Soon enough OpenGL will prob. come with a release having almost the same features right?

Regards.
hybrid
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Post by hybrid »

OpenGL 3 is due in September, but geometry shader are also available via extension in OpenGL 2.
We are developing the engine towards more hardware support, but the features and difficulties related to DirectX10 make this part of the job pretty useless. You can check an initial DirectX10 device in the latest releases of IrrSpintz. But up to now it seems likely that Spintz might drop DirectX10 support again.
slaaitjuh
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Post by slaaitjuh »

But seeing the whole picture, with openGL 3 comming up as well, support for surtain things is a must for the Irrlicht engine right? To keep up with the market. The features openGL 3 will support will prob. be not THAT different from dx10, or will it?

I am just curious that's why, just curious how flexible the engine is and if it is possible to keep up with the market (future market beeing GL3.0 and DX10).

is it true that vertex/index buffers are in no way possible in irrlicht atm?
hybrid
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Post by hybrid »

But OpenGL just gives a new interface to existing features. You will have access to all new features from OpenGL 2 as well, and that will probably hold for several years. It might be that some gfx cards will optimize on ogl3/dx10 features, but for now they show a very poor image when it comes to biased benchmarks.
Vertex/Index buffers are possible, just check IrrSpintz for an implementation. We are plannign for addition of features such as VBOs and new image/texture formats. But this might take some more releases before everything is done.
Saturn
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Post by Saturn »

Actually using OpenGL 3 interface, not yet defined in detail, is not an option for the near future. Just like done with DirectX 10 they got rid of much of the fixed function functionality.
No more glBegin/glEnd, no more display lists, no fixed function materials.
OpenGL2 + extensions is the only way for the near future in Irrlicht.
slaaitjuh
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Post by slaaitjuh »

sounds all a bit depressing, saying it is so difficult to implent it :-) Previous versions of openGL/dx prob wheren't so different from eachother in design (from their previous versions).


sorry for my bad language, haven't practiced it for a while.
Guess we will just have to wait ;-)
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