Finally, a DirectX 10 video driver for Irrlicht
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Hi amerthebest,
Yes, the code is wrong, thanks for help.
The driver is not working well with particles and 2D rendering, and shadows wasn't implemented yet. I was working in another new features, but I will return and complete basic features of the driver.
And thanks fmx, I will post FVF in that topic.
Yes, the code is wrong, thanks for help.
The driver is not working well with particles and 2D rendering, and shadows wasn't implemented yet. I was working in another new features, but I will return and complete basic features of the driver.
And thanks fmx, I will post FVF in that topic.
Next generation for Irrlicht!!!!!
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Now we started playing with DirectX 11:
This image is the ParticleGS sample from DirectX SDK, ported to Irrlicht. This sample uses the stream output funcionality to process and draw particles entirely in GPU, instead of CPU animation.
For this, I added the method to IVideoDriver:
And this method to IMaterialRendererServices:
With this, we can create particle systems passing a material ID and affectors that will be just like shader callbacks.
As usual for this project, this feature is only implemented for DirectX 11 driver, but is possible to implement for OpenGL 3. With more effort, can be implemented for DirectX 9, using ATI R2VB or texture fetches on vertex buffer.
I wait your comments.
This image is the ParticleGS sample from DirectX SDK, ported to Irrlicht. This sample uses the stream output funcionality to process and draw particles entirely in GPU, instead of CPU animation.
For this, I added the method to IVideoDriver:
Code: Select all
virtual void drawAuto(IHardwareBuffer* vertices, E_VERTEX_TYPE vType = EVT_STANDARD,
scene::E_PRIMITIVE_TYPE pType = scene::EPT_TRIANGLES) = 0;
Code: Select all
virtual bool setStreamOutputBuffer(IHardwareBuffer* buffer) = 0;
As usual for this project, this feature is only implemented for DirectX 11 driver, but is possible to implement for OpenGL 3. With more effort, can be implemented for DirectX 9, using ATI R2VB or texture fetches on vertex buffer.
I wait your comments.
Next generation for Irrlicht!!!!!
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Hello,
No, this project is not dead, it's only sleeping. My work is taking too much time.
But I'm thinking to create a fork with this project, because there's too much changes from original code, see:
- hardware buffers
- variable vertex type
- stream output/feedback
- multisample and texture array
- no fan triangle type (cause DX11 doesn't supports)
- compute shader (planning)
In next days you'll receive news
No, this project is not dead, it's only sleeping. My work is taking too much time.
But I'm thinking to create a fork with this project, because there's too much changes from original code, see:
- hardware buffers
- variable vertex type
- stream output/feedback
- multisample and texture array
- no fan triangle type (cause DX11 doesn't supports)
- compute shader (planning)
In next days you'll receive news
Next generation for Irrlicht!!!!!
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- Joined: Sun May 18, 2008 9:42 pm
Oh good. I started writing one my self the other day, but I'm glad this one is going to be finished instead. What's left to do on this one?
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
Re: Finally, a DirectX 10 video driver for Irrlicht
This lib is a nice starting point. It took a bit of work to get to get the source to compile and render stuff but I got a little test app working with my own Quake3 BSP scene node. Screenie (I also posted to the July screenshot of the month compo):
Irrlicht Demos: http://irrlicht.sourceforge.net/forum/viewtopic.php?f=6&t=45781
Re: Finally, a DirectX 10 video driver for Irrlicht
Just wanted to say, keep up the good work!
Hope you'll finish it and submit us the patch so we can integrate it.
Hope you'll finish it and submit us the patch so we can integrate it.
Re: Finally, a DirectX 10 video driver for Irrlicht
is anything new happening with this?
or is there any dx10/11 driver planed or being devloped?
or is there any dx10/11 driver planed or being devloped?
Re: Finally, a DirectX 10 video driver for Irrlicht
I don't think anything is happening...
Irrlicht needs a massive redesign to just even support DX10/11 or OpenGL higher than 2, and that's not happening right now.
We could maybe make a branch here though, Irrlicht Lite and Irrlicht maybe? with Lite having the old fixed function methods and being updated with features that it can support that are added to Irrlicht, with Irrlicht being upgraded to new standards.
Because in all honesty Irrlicht as is now has about all the features it's going to need as a DX9/OpenGL 2 Fixed Function Renderer Engine, I'd say its time again to make some hard decisions and move forward before Irrlicht drops so far behind that any attempt of modernizations are too complex.
Irrlicht needs a massive redesign to just even support DX10/11 or OpenGL higher than 2, and that's not happening right now.
We could maybe make a branch here though, Irrlicht Lite and Irrlicht maybe? with Lite having the old fixed function methods and being updated with features that it can support that are added to Irrlicht, with Irrlicht being upgraded to new standards.
Because in all honesty Irrlicht as is now has about all the features it's going to need as a DX9/OpenGL 2 Fixed Function Renderer Engine, I'd say its time again to make some hard decisions and move forward before Irrlicht drops so far behind that any attempt of modernizations are too complex.
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Re: Finally, a DirectX 10 video driver for Irrlicht
I'd want to see OpenGL 4.2 support in irrlicht ^^*
If one were to enable it.
is there any function that makes sure that the game wouldn't crash for people that can't support the latest openGL? (That would be. supporting every OpenGL version from x.x-4.2 and letting the engine load only what the available driver could handle)
If one were to enable it.
is there any function that makes sure that the game wouldn't crash for people that can't support the latest openGL? (That would be. supporting every OpenGL version from x.x-4.2 and letting the engine load only what the available driver could handle)
"this is not the bottleneck you are looking for"
Re: Finally, a DirectX 10 video driver for Irrlicht
Afaik there is a function which can retrieve the supported version by the card/?driver?. The biggest problem would be to adapt current irrlicht to work with new opengl/directx.aaammmsterdddam wrote:I'd want to see OpenGL 4.2 support in irrlicht ^^*
If one were to enable it.
is there any function that makes sure that the game wouldn't crash for people that can't support the latest openGL? (That would be. supporting every OpenGL version from x.x-4.2 and letting the engine load only what the available driver could handle)
Working on game: Marrbles (Currently stopped).
Re: Finally, a DirectX 10 video driver for Irrlicht
well irrlicht will need to make the jump one day or the other or it will go extinct
yes such function exist in dx and opengl
yes such function exist in dx and opengl