an implementation of directx10/11 in Irrlicht...
In this thread i'll give you all the notice, announcementes, % of the completation...
Status :
3 % - Base Classe creation
![Wink :wink:](./images/smilies/icon_wink.gif)
a lot.Revan1985 wrote:I'm announcing a new project...
an implementation of directx10/11 in Irrlicht...
In this thread i'll give you all the notice, announcementes, % of the completation...
Status :
1 % - Base Classe creation
IIRC the directx documentation has some sample code for emulating a fixed function pipeline. Basically you have to re-implement the fixed function parts you need in high level shader code, which is compiled on-the-flysio2 wrote:I'm curious: how will you handle the fact that there's no fixed function and all rendering is done via programmable shaders?
DX10-on changed from CAPS system used previously. it requires all features implemented to be considered that level of DirectX now. there will always be support for all the features of DX10/10.1/11 (depending on the level youre using)3DModelerMan wrote:Cool, if I had a better graphics card I would try and help. What do you mean there's no fixed function? What does it fall back on when there's no shader support?
i've 1 of this 4 cardsFuzzYspo0N wrote:its sad there is only one or two cards around to support DX11, its even more sad its only supported on 1 platform.
Good luck though!
keep in mind DX11 was officially introduced with Windows 7 (runs on both 7 and Vista), and Windows 7 has only been officially out to the public for like 4 daysFuzzYspo0N wrote:its sad there is only one or two cards around to support DX11, its even more sad its only supported on 1 platform.
Good luck though!