I thought I would compile the shader-pipeline branch.
1. IrrCompileConfig.h has DX11 enabled but the Makefile does not have the DX11 objects. This is straight out of the box. Maybe DX11 should be disabled?
I compiled the examples and ran Ex10 (GLSL).
2. The cubes are very small, less than a tenth of the size in 1.8.1. Should this be the case?
3. I ran Ex29 and got an exception. The call stack shows only entries in the nvidia driver (nvoglv32dll). (edx is 0 causing a write to location [288].)
Am I doing something wrong or is this branch fundamentally unsound? My driver is 335.23 (10 March, 2014). I compiled the code with VS2013 and with GCC (latest, I think), both on Windows. The video card is a 660 Ti and the O/S is Windows 7.
PS: 'Demo' runs fine in OpenGL and DX9. Ex10 is the same in DX9 or OGL - the cubes are very small. Ex29 *runs* under DX9 but shows only the skybox - FPS is less than 300 so it is working at something.
PPS: Perhaps any objects in Ex29 (DX9) are too small to be seen, as in Ex10.
Errors in shader pipeline?
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Re: Errors in shader pipeline?
Works fine for me I've been using nadros branch since January. What os are you running also I used the direct3d9 version I remember having issues with direct3d 10 or 11 compiling for 64 bit. As I didn't need direct3d 10 and 11 I commented it out in the source and it built fine.
Re: Errors in shader pipeline?
mongoose7 wrote:I compiled the code with VS2013 and with GCC (latest, I think), both on Windows.
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Re: Errors in shader pipeline?
Hmmm well If it helps nadro should be back on the 5th.
Re: Errors in shader pipeline?
Yesterday I sent a commit, which fix these issues.
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
Re: Errors in shader pipeline?
Yes, that fixes it. Thanks.