Direct3d11-Irrlicht

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Revan1985
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Direct3d11-Irrlicht

Post by Revan1985 »

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 :

3 % - Base Classe creation

:wink:
Last edited by Revan1985 on Thu Oct 29, 2009 12:33 pm, edited 1 time in total.
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Seven
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Post by Seven »

if you can pull this off, you will definately be one of our goddesses.....
Murloc992
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Re: Direct3d11-Irrlicht

Post by Murloc992 »

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

:wink:
a lot.
sio2
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Post by sio2 »

I'm curious: how will you handle the fact that there's no fixed function and all rendering is done via programmable shaders?
cwick
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Post by cwick »

sio2 wrote:I'm curious: how will you handle the fact that there's no fixed function and all rendering is done via programmable shaders?
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-fly
3DModelerMan
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Post by 3DModelerMan »

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?
That would be illogical captain...

My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
sRc
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Post by sRc »

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?
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)
The Bard sRc

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Revan1985
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Post by Revan1985 »

i use the base idea of xna...
imoplement a base shader and let the user change it on runtime ^^'
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FuzzYspo0N
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Post by FuzzYspo0N »

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!
Revan1985
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Post by Revan1985 »

FuzzYspo0N 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!
i've 1 of this 4 cards :wink:

ok, it's only on 1 platform, but i've seen the directx/opengl base system...

and i believe that the d3d10/11 and opengl 3.1/2 can be very easy to learn if you know 1 of them...
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devsh
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Post by devsh »

What does it fall back on when there's no shader support?
DX9?????
sRc
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Post by sRc »

FuzzYspo0N 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 days :lol:
The Bard sRc

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christianclavet
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Post by christianclavet »

So the timing it's good. When the driver will be able to finally do something, DX12 will be ready to market.

Have you seen a start of implementation on DX10? So if someone would start something, I think the time is good for it. I'm not expecting a release this year anyway. Give me plenty of time to upgrade my system.

Any news about OpenGL? (3.2 is out, If I remember well)

I think it could be possible to redo the fixed function pipeline with shaders. Just that it will be a lot of work. What could be done is "wrap" the Irrlicht function so that they display on DX11. (Still a lot of work). This part should be done first, then once it's start to work, add the new features offered by DX11. Or have 2 teams one implementing the new functions to IRRlicht and one on "wrapping" the standard IRRlicht function so they work on DX11.

I just hope that at least a "wrapper" be done someday before Microsoft drop support for DX9. (As they mostly removed support for DX7,DX8 )
DX8 is still ok but only to support a discontined console (XBOX)
ecsos
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Post by ecsos »

the guy that was doing 3Demon engine was doing DX10
Revan1985
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Post by Revan1985 »

i'm programming with dx10 from the release...
but i've never done nothing more than some demo for my friends... [and someone were good].

also i believe that when i'll release something dx12 will be out, but, i'm doing it for funny, not for work ^^

so, i've many, many time to spend...
after c# work programming i mean :P
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