Irrlicht future, DirectX11 / Metro
Re: Irrlicht future, DirectX11 / Metro
Well the old driver is 90% functional and i ported it to 1.8.0 in half an hour but the shader pipeline is giving me headhaches
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Re: Irrlicht future, DirectX11 / Metro
Hello, i started this thread.
Any update on a status of direct3d11 porting?
Granyte, could i have accesso to the source code? 90% functional could be well enough.
Thank you!
SB
Any update on a status of direct3d11 porting?
Granyte, could i have accesso to the source code? 90% functional could be well enough.
Thank you!
SB
Re: Irrlicht future, DirectX11 / Metro
i posted my lastes update here
http://irrlicht.sourceforge.net/forum/v ... &start=225
But i think Zero made some progress on top of it after i posted
as far as i can think the only 3 thing odd left in this version of the driver are
text is always rendered white
occlusion Querry won't return thier value properly
and lightmanager won't work
http://irrlicht.sourceforge.net/forum/v ... &start=225
But i think Zero made some progress on top of it after i posted
as far as i can think the only 3 thing odd left in this version of the driver are
text is always rendered white
occlusion Querry won't return thier value properly
and lightmanager won't work
Re: Irrlicht future, DirectX11 / Metro
The light managers are very useful, they are worth the effort of updating them to the DX11 driver
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
Re: Irrlicht future, DirectX11 / Metro
well i didnot work on them because zerochen said he had them working but never posted his sources maybe he got busy integrating the lastes changes i made
Re: Irrlicht future, DirectX11 / Metro
sry i'm really busy right now. i think i have more time next week...
to fix the light thing change in CD3D11FixedFunctionMaterialRenderer.h in function
CD3D11FixedFunctionMaterialRenderer::OnRender(...) the light settings to this:
hope that was the only issue.
regards
zerochen
to fix the light thing change in CD3D11FixedFunctionMaterialRenderer.h in function
CD3D11FixedFunctionMaterialRenderer::OnRender(...) the light settings to this:
Code: Select all
....
int n = CurrentMaterial.Lighting ? Driver->getDynamicLightCount() : 0;
EnableLightning->SetBool( n > 0 );
LightCount->SetInt(n);
if (n)
{
SCENE_LIGHT* lights = new SCENE_LIGHT[n];
ZeroMemory( lights, n*sizeof(SCENE_LIGHT) );
for (int i=0; i<n; i++)
{
SCENE_LIGHT& l = lights[i];
SLight dl = Driver->getDynamicLight(i);
dl.Position.getAs4Values(l.Position);
l.Ambient = D3DXVECTOR4(dl.AmbientColor.r, dl.AmbientColor.g, dl.AmbientColor.b,0);
l.Diffuse = D3DXVECTOR4(dl.DiffuseColor.r, dl.DiffuseColor.g, dl.DiffuseColor.b,0);
l.Specular = D3DXVECTOR4(dl.SpecularColor.r, dl.SpecularColor.g, dl.SpecularColor.b,0);
l.Atten = D3DXVECTOR4(dl.Attenuation.X, dl.Attenuation.Y, dl.Attenuation.Z, 0);
}
SceneLights->SetRawValue( lights, 0, n*sizeof(SCENE_LIGHT) );
delete[] lights;
}
...
regards
zerochen