Support for texture arrays

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hendu
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Re: Support for texture arrays

Post by hendu »

Yes, you need to apply all three patches, in order. They are split in self-contained pieces for easier review, as is standard in the software world.
devsh
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Re: Support for texture arrays

Post by devsh »

or you could get our SuperGL irrlicht next month
Granyte
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Re: Support for texture arrays

Post by Granyte »

I'm developing DX to match feature developed for OGL so they can be integrated in irrlicht FVF not forking to a custom tailored irrlicht

so ill try applying hendu's patches on the FVF branch
hendu
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Re: Support for texture arrays

Post by hendu »

Certainly looking forward to checking it out. But if it's indeed core profile only, that makes it close to useless for me, as that puts the minimum hw bar too high to reach a good enough market.

/I also lament the fact it's been 1.5 years since I started this topic. :(
Granyte
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Re: Support for texture arrays

Post by Granyte »

the three files patch lack this COpenGLExtensionHandler.h
PFNGLTEXIMAGE3DPROC glTexImage3D;

and this in COpenGLExtensionHandler.cpp
glTexImage3D = (PFNGLTEXIMAGE3DPROC)wglGetProcAddress("glTexImage");

NVM got it to work working on DX version
devsh
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Re: Support for texture arrays

Post by devsh »

But if it's indeed core profile only, that makes it close to useless for me, as that puts the minimum hw bar too high to reach a good enough market.
Seriously???

Even Intel Supports core profile 3.1 on HD Graphics cards

cards supporting GL core have been around since 2008 (when I started programming GPUs), its 2014 now
Mars_999
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Re: Support for texture arrays

Post by Mars_999 »

Yes please add texture array support in my goodness it's taking forever!!! This is a widely supported feature with so much DX10 hardware out now and yeah even Intel has support for it! Very useful extension!
hendu
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Re: Support for texture arrays

Post by hendu »

devsh wrote:
But if it's indeed core profile only, that makes it close to useless for me, as that puts the minimum hw bar too high to reach a good enough market.
Seriously???

Even Intel Supports core profile 3.1 on HD Graphics cards

cards supporting GL core have been around since 2008 (when I started programming GPUs), its 2014 now
Yes. It does not matter when hw supporting it arrived, installed base matters.
Granyte
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Re: Support for texture arrays

Post by Granyte »

I have volume texture implemented for dx 9 and I have a shader that allow emulation of texture array

I only have to make the dx11 driver compatible with the interphase as it supported texture array from the beginning
devsh
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Re: Support for texture arrays

Post by devsh »

Installed base is over 9000

having a shader emulate texture arrays doesn't cut it in the slightest

I sincerely dont give a crap about DX
kklouzal
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Re: Support for texture arrays

Post by kklouzal »

DX out performs GL on windows by almost a factor of 2 in a lot of scenarios. Most of the Irrlicht demos are like this. So I do 'give a crap' about DX.
Dream Big Or Go Home.
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Granyte
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Re: Support for texture arrays

Post by Granyte »

devsh wrote:Installed base is over 9000

having a shader emulate texture arrays doesn't cut it in the slightest

I sincerely dont give a crap about DX

keep your comments to your self every one think like you

beside DX support sli ,cfx and it's interphase is not a Frankenstein of proprietary extension and diverging interest that is held together by prayer and duck tape
devsh
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Re: Support for texture arrays

Post by devsh »

A) Valve's port of Left for Dead ran at 300fps on OpenGL and 270fps on DirectX
B) OpenGL does support SLI and Crossfire :D
C) Irrlicht's examples run faster on directx as directx 9 emulation gets more attention than OpenGL compatibility profile emulation
D) Extensions are awesome
E) Irrlicht's implementation of the OpenGL driver came after the DX driver and hence why its like translating DX to OpenGL and why it suffers on performance and it sucks
F) OpenGL that comes with windows is deliberately messed up by microsoft to be a lot slower
Granyte
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Re: Support for texture arrays

Post by Granyte »

A ) Valve's programmer's are probably more skilled at using OGL then DX

B) At least irlicht OGL does not

C) possible but in either we are talking about racing dinosaurs until the OGL driver up to speed with it's core profile and dx 11 get in a functional state

D) not when you have to get 100 extension just to get the basic feature working

E) That is so damn wrong Irrlicht is built for dx 8 not dx9 or 10 if you spent as much time as I did messing in the dx9 driver you would realise it
s not translating dx to OGL but rather forcing us into using an out dated interphase that kills every bit of performance almost everything you broke/ removed in your version would need to be done for dx too

F) that is a non object when you use vendor specific driver they bring their own OGL driver and any one using Microsoft default driver deserve to suffer anyway
ison
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Re: Support for texture arrays

Post by ison »

Hey. Any chance to update these patches to newest Irrlicht version from repo?
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