Finally, a DirectX 10 video driver for Irrlicht
Re: Finally, a DirectX 10 video driver for Irrlicht
all but occlusion queries and some particles exemples
Re: Finally, a DirectX 10 video driver for Irrlicht
put my finger on the issue for good FP rtt
if you change the texture format to 16 bit floating point in the rtt example it crash
EDIT at this point it works fine within the visual studio environement but return corruption in stand alone mode
the bug happen some where down in there
if you change the texture format to 16 bit floating point in the rtt example it crash
EDIT at this point it works fine within the visual studio environement but return corruption in stand alone mode
Code: Select all
Context->OMSetRenderTargets(1, &CurrentBackBuffer, CurrentDepthBuffer);
Re: Finally, a DirectX 10 video driver for Irrlicht
I'll download from the endo... site and start testing this w.end with some dx10/11 samples n shaders.
Re: Finally, a DirectX 10 video driver for Irrlicht
hi,
i dont have much time now so i cant finished instancing for dx11.
here is the patch:
instancing.patch
i integrate instancing to the core engine so it can be used easier.
for example:
later in dx11 the plan was to add instancing support to all fixed function materials.
changes:
+ add instancing for dx9 (dx11 is still broken)
+ add example for instancing
+ add more basic isCulled method to the scenemanager
the new culling method is used for the CInstancedMeshSceneNode.
it can also be used for the CTerrainSceneNode (should speed it up)
regards
zerochen
i dont have much time now so i cant finished instancing for dx11.
here is the patch:
instancing.patch
i integrate instancing to the core engine so it can be used easier.
for example:
Code: Select all
scene::IMesh* mesh = smgr->getGeometryCreator()->createSphereMesh(0.5f);
scene::IInstancedMeshSceneNode* inode = smgr->addInstancedMeshSceneNode(mesh);
//add one instance
inode->addInstance(core::vector3df(0.f,0.f,0.f));
mesh->drop();
//baseMesh changing is also possible
mesh = node->getSceneManager()->getGeometryCreator()->createCubeMesh(core::vector3df(1.f));
inode->setMesh(mesh);
mesh->drop();
changes:
+ add instancing for dx9 (dx11 is still broken)
+ add example for instancing
+ add more basic isCulled method to the scenemanager
the new culling method is used for the CInstancedMeshSceneNode.
it can also be used for the CTerrainSceneNode (should speed it up)
regards
zerochen
Re: Finally, a DirectX 10 video driver for Irrlicht
I´ve just been stepping throught the CD39Texture.cpp and see that hardware mipmaps is not supported as the query command for automipmapupdate is set to return false.
Did I miss something??
I mean hardware mipmaps that´s pretty important for real-time animations.
Did I miss something??
I mean hardware mipmaps that´s pretty important for real-time animations.
Re: Finally, a DirectX 10 video driver for Irrlicht
I have been banging my head against this for the last 3 days when you enable hardware mipmaps the dx9 driver disintegrate its self.
Anyway if you can find a way to enable hardware mipmap and keep the dx9 driver from dying that would enable volume texture and cube map because i have them implemented but they require hardware mipmap.
and the dx9 driver is filled with oddities of that kind.
Stuff disabled at random, using the caps viewer that is meant as a description of the fixed pipeline capacities to limit the programmable pipeline, random driver reset etc etc etc
EDIT I think I fixed it the driver was trying to know if it could auto gen mipmap then create a texture without the auto-gen flag and then asking dx to generate the mipmap on these no wonder it was not working
Hardware mipmap are working and volume texture for dx9 to how ever volume texture do not implement mipmap support on my driver and unless some one wanna implement a custom mipmap creation fuction for volume textue it's gonna be driver dependant
dx11 already support texture array ill make it uniform with the current interphase I have and release a patch that include texture array for OGL (from Hendu), dx11 and emulation on dx9
Anyway if you can find a way to enable hardware mipmap and keep the dx9 driver from dying that would enable volume texture and cube map because i have them implemented but they require hardware mipmap.
and the dx9 driver is filled with oddities of that kind.
Stuff disabled at random, using the caps viewer that is meant as a description of the fixed pipeline capacities to limit the programmable pipeline, random driver reset etc etc etc
EDIT I think I fixed it the driver was trying to know if it could auto gen mipmap then create a texture without the auto-gen flag and then asking dx to generate the mipmap on these no wonder it was not working
Hardware mipmap are working and volume texture for dx9 to how ever volume texture do not implement mipmap support on my driver and unless some one wanna implement a custom mipmap creation fuction for volume textue it's gonna be driver dependant
dx11 already support texture array ill make it uniform with the current interphase I have and release a patch that include texture array for OGL (from Hendu), dx11 and emulation on dx9
Re: Finally, a DirectX 10 video driver for Irrlicht
I have enabled hardware mipmaps in the D3D9 driver and it works fine.
I just had to comment-in the line at the start of CD3D9Driver::queryFeature() so it returned a valid mip_map_auto_update status,
then in CD3D9Texture make sure _IRR_USE_D3DXFilterTexture was defined and that was it.
It no longer calls copy32BitMipMap or the 16bit version, so that horribly slow byte copy routine can be ditched!
I guess the automipmap for render targets will probably also work fine too.
I´m sorta surprised/confused why this was left in the driver for so long.
I just had to comment-in the line at the start of CD3D9Driver::queryFeature() so it returned a valid mip_map_auto_update status,
then in CD3D9Texture make sure _IRR_USE_D3DXFilterTexture was defined and that was it.
It no longer calls copy32BitMipMap or the 16bit version, so that horribly slow byte copy routine can be ditched!
I guess the automipmap for render targets will probably also work fine too.
I´m sorta surprised/confused why this was left in the driver for so long.
Re: Finally, a DirectX 10 video driver for Irrlicht
I did the same thing yesterday and it enabeled volume texture mipmaping
Also if you look closely there is some mess up in the mipmap generation code that need to be cleaned for hardware mipmap to work properly
I also tested it in my main project volume texture instead of custom baked texture atlass return double framerate
Also if you look closely there is some mess up in the mipmap generation code that need to be cleaned for hardware mipmap to work properly
I also tested it in my main project volume texture instead of custom baked texture atlass return double framerate
Re: Finally, a DirectX 10 video driver for Irrlicht
Not surprised the framerate doubled. Mipmaps are now generated in video memory by the gpu as they should be!
Re: Finally, a DirectX 10 video driver for Irrlicht
I think I fixed both dx9 and dx11 instancing but I don't know
Also this patch include texture array for dx11 OGL and volume texture for dx9
the only issue is that I have no idea how to write a shader to take advantage of instancing and texture array for dx11
https://www.dropbox.com/s/6ay80a6ooascw ... rray.patch
Also this patch include texture array for dx11 OGL and volume texture for dx9
the only issue is that I have no idea how to write a shader to take advantage of instancing and texture array for dx11
https://www.dropbox.com/s/6ay80a6ooascw ... rray.patch
Re: Finally, a DirectX 10 video driver for Irrlicht
Have you seen http://www.rastertek.com/dx11tut37.html
Gives a good example of instancing.
As to texture arrays, again on the same site there are examples.
what about cube maps?
Gives a good example of instancing.
As to texture arrays, again on the same site there are examples.
what about cube maps?
Re: Finally, a DirectX 10 video driver for Irrlicht
Ya that site has been my guide for a while
Cube maps are enabeled on dx9 but don't seem to work
Cube maps are enabeled on dx9 but don't seem to work
Re: Finally, a DirectX 10 video driver for Irrlicht
Yep its a really good site!
I could take a look at the cube maps on DX9 and see if I can find the problem.
How´s the best way to get the driver download?
I could take a look at the cube maps on DX9 and see if I can find the problem.
How´s the best way to get the driver download?
Re: Finally, a DirectX 10 video driver for Irrlicht
You download the fvf branch and apply the patch on the link using you svn software
Re: Finally, a DirectX 10 video driver for Irrlicht
Can you pass me the link?
I´m looking to update the shaders for irrlicht, do you know which file the standard reflection and transparency shaders are in, I can´t seem to find them!
I´m looking to update the shaders for irrlicht, do you know which file the standard reflection and transparency shaders are in, I can´t seem to find them!