Direct3d11-Irrlicht
Direct3d11-Irrlicht
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
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
Last edited by Revan1985 on Thu Oct 29, 2009 12:33 pm, edited 1 time in total.
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Re: Direct3d11-Irrlicht
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
I'm curious: how will you handle the fact that there's no fixed function and all rendering is done via programmable shaders?
Irrlicht Demos: http://irrlicht.sourceforge.net/forum/viewtopic.php?f=6&t=45781
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?
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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
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
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 use the base idea of xna...
imoplement a base shader and let the user change it on runtime ^^'
imoplement a base shader and let the user change it on runtime ^^'
CPU: AMD PHENOMII X6 1090T BE 3,2GHZ
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Motherboard: ASUS CROSSHAIR FORMULA 4 890FX AM3
PSU: Corsair 750W
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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!
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...
CPU: AMD PHENOMII X6 1090T BE 3,2GHZ
RAM : OCZ 8GB 2*4GB DDR3 LOW VOLTAGE 1333
VGA: GeForce GTX680 2GB
HD : 500GB + 500GB + 2x1TB Raid Edition + 500GB External
Motherboard: ASUS CROSSHAIR FORMULA 4 890FX AM3
PSU: Corsair 750W
CPU Cooling: Katana 2
RAM : OCZ 8GB 2*4GB DDR3 LOW VOLTAGE 1333
VGA: GeForce GTX680 2GB
HD : 500GB + 500GB + 2x1TB Raid Edition + 500GB External
Motherboard: ASUS CROSSHAIR FORMULA 4 890FX AM3
PSU: Corsair 750W
CPU Cooling: Katana 2
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!
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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)
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)
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
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
CPU: AMD PHENOMII X6 1090T BE 3,2GHZ
RAM : OCZ 8GB 2*4GB DDR3 LOW VOLTAGE 1333
VGA: GeForce GTX680 2GB
HD : 500GB + 500GB + 2x1TB Raid Edition + 500GB External
Motherboard: ASUS CROSSHAIR FORMULA 4 890FX AM3
PSU: Corsair 750W
CPU Cooling: Katana 2
RAM : OCZ 8GB 2*4GB DDR3 LOW VOLTAGE 1333
VGA: GeForce GTX680 2GB
HD : 500GB + 500GB + 2x1TB Raid Edition + 500GB External
Motherboard: ASUS CROSSHAIR FORMULA 4 890FX AM3
PSU: Corsair 750W
CPU Cooling: Katana 2