@Nadro: That's a perfectly valid point, but yes I think naming it set_used_safe would be better, as it would not break existing code will giving the user the choice.
I'd also like to add I've been trying to use spark with shader-pipeline branch. If you make the recommended change that Darktib suggest, it breaks hardware skinning for some reason? I did a test with and without change and confirmed that models no longer render if you make that change in Cvertexbuffer file.
I'd like to also say I haven't updated beyond the orginal pipeline file's beyond the first HWS example. You may have fixed this already let me know if you have so I can update.
Okay thanks, Darktib has been helping me with the spark library, he suspected some of the issues I was having was due to my Irrlicht copy of pipeline branch not being fully up to date. I'll re download and compile you shader pipeline version again to reflect your latest changes thanks.
Render target are broken on dx 11 so i cannot port my main project to dx11 when i finally fix them i will start pushing new feature equally across dx9 and 11
Also we don' even have a dx11 driver and dx12 is comming
Nadro wrote:@Granyte
DirectX 12 will be not available too fast IMHO probably late 2015 with Windows 9.
It depend the rumor is they wanna kill mantle with it and since mantle is out i doubt they will wait a year and an half to give mantle a head start
robmar wrote:Yeah I imagine its a lot of work. I could spare a couple of hours a week if you need someone to do anything specific, code testing, bug finding..
So far transparent materials and rtt are broken and i don't understand why especially as rtt used to work before the port to the fvf