Do geometry shaders work in irrlicht (GLSL)?

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devsh
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Do geometry shaders work in irrlicht (GLSL)?

Post by devsh »

well basically i bought a 9600GT with all the new dope, and started reading GPU Gems and there are a few interesting things that i could do on the geometry shader.
sp00n
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Post by sp00n »

As i remember in GPU Gems 3 the geometric shaders are using by DirectX 10 API, not OpenGL.
So, Irrlicht doesn't support DirectX10-10.1
As i know for the current moment GLSL doesn't fully support Shader Model 4.x with geometric shaders, but it supports by OpenCL project.
And if you want to use a geometric shaders you must have DirectX10 supported OS (Windows Vista, 2008 server, Windows 7) and use something like CG wrapper by Nadro.
Also you can look at the demon3d(or 3demon:) ) engine - based on Irrlicht and supported DirectX10.
hybrid
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Post by hybrid »

OpenGL would also support this via extensions, and also OpenGL 3 has support for it. The shaders would have to be in Cg or GLSL then, though.
devsh
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Post by devsh »

how hard of a task, would it be to implement Geom shaders in Irrlicht??
Or at least for the OpenGL part of it,
or even without the thought of other people using it (so sphagetti code allowed) but only PNS.

Do Geom Shaders work in Cg? I never considered Cg but i think it's the time, since Cg is developed by Nvidia it must have a downside on ATI but on the other hand who plays games on linux with ATI?

the most important question can I "mix" Cg and GLSL, not in the same material ofcourse, but scenewise.
vectorcorpse
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Post by vectorcorpse »

u sure are noisy.
u can't be serious, i mean no one will take u seriously with this arguments:
Project ninja star is a game that wants to deliver graphics and game play equivalent to modern games, but still remain free. The Authors Matt, Josh & Tom (also 3 others) have noticed that there are not many NATIVE games for linux. Therefore it shall be a game for Linux and Mac (if we gain access to a mac for compiling). Also there are no games with rumble support for linux. NOT ACTUAL XPAD USED NOW We are aiming to make rumble possible on an xbox360 controller through the xbox360 userspace driver.

Looking for developers, please join. There are so few of us...

P.S. The game will be running on a Blooddrunk engine, which is currently made by me and some m8s. Its basically irrlicht, irrklang, newton physics plus some networking code put together.
u cant talk about linux and freedom using non free libs like well all exept irrlicht engine
u should use irrlicht/ode physics/sdl or openal/enet or irrnet
u should also forget about having anything that is free/opensource running on any major console (except gp2x console and openmoko phone)
has for geometry shader:
1st there is no standard yet. (for nvidia u have shader model 4 but for ati u have hardware tessellation but no shader model 4)
2nd there are much more important features missing in irrlicht that geometry shader. personally i rather have cube mapping than geometry shader, i even would trade parallax for cube mapping. [/quote]
devsh
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Post by devsh »

well you must be really, whacked in the head because cube mapping is less important than parallax mapping (at least i find it).

but again it could be easily replaced using shaders
devsh
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Post by devsh »

soz for that i'm a it stressed (currently 4th rewrite of the game)
vectorcorpse
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Post by vectorcorpse »

no problem. i already noticed from other posts that u don't have problems in making a fool out of yourself publicly. i admire your courage. but before u take this has a personal attack just read a bit on the subject. Cube mapping is a ARB standard and works on cards with no programmable shaders like my laptop's old ati radeon 9100 igp. and yes cube mapping is very important not only for reflection but also for soft shadowing, multi lighting (more than 8) but it can also be used for global illumination. has for the "can be done with shaders" comment well not quite true and u can ask blindside he'll tell u the same, u can fake the thing but it is simply not the same, specially in regard to performance, cube mapping can enhance and speed up a lot of things if it was supported by the engine itself and it would improve blindside's xeffects reloaded. i have been researching about cube mapping and have 2 simple opengl examples originally made by nvidia and converted it from EXT to ARB to make it work on the old radeon 9100 but add it to irrlicht is far more complex, irrlicht already has the ARB extension added but it lacks 3dtexture and cubetexture support and because of that u cant effectively pass data to a shader (like 6 depth renders to a cubemap to be used in the shader for soft shadowing and u can't fake it with 6 independent 2d textures because irrlicht only supports 4). and this is why i rather have things like Cube Maping, DOT3 Bump Mapping and a simple projective texture than parallax in the engine.
this is because parallax well thats an example of something u can do with shaders at any time and without having to change inners of the engine.
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