Irrlicht future, DirectX11 / Metro

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Granyte
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Joined: Tue Jan 25, 2011 11:07 pm
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Re: Irrlicht future, DirectX11 / Metro

Post by Granyte »

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
mightypanda
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Re: Irrlicht future, DirectX11 / Metro

Post by mightypanda »

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
Granyte
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Re: Irrlicht future, DirectX11 / Metro

Post by Granyte »

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
Mel
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Re: Irrlicht future, DirectX11 / Metro

Post by Mel »

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
Granyte
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Re: Irrlicht future, DirectX11 / Metro

Post by Granyte »

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
zerochen
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Joined: Wed Jan 07, 2009 1:17 am
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Re: Irrlicht future, DirectX11 / Metro

Post by zerochen »

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:

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;
        }
...
 
hope that was the only issue.

regards
zerochen
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