Finally, a DirectX 10 video driver for Irrlicht
Re: Finally, a DirectX 10 video driver for Irrlicht
yes i thought so, BUT:
in D3D9 and OpenGL drivers you have the function 'drawMeshBuffer',
but in D3D11 (which is the NEW part in Irrlicht) you still have 'drawVertexPrimitiveList'.
in D3D9 and OpenGL drivers you have the function 'drawMeshBuffer',
but in D3D11 (which is the NEW part in Irrlicht) you still have 'drawVertexPrimitiveList'.
Re: Finally, a DirectX 10 video driver for Irrlicht
But was it necessary to remove it?
Re: Finally, a DirectX 10 video driver for Irrlicht
D3D11 need some updates (as I know Granyte currently working on that). drawVertexPrimitiveList didn't provide any advantages against drawMeshBuffer in shader-pipeline branch, thats why this method was removed. drawMeshBuffer is also much more safe.
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
Re: Finally, a DirectX 10 video driver for Irrlicht
on dx11 drawing without a mesh buffer was slowing things down
I only need to figure why the dx11 driver only allow for 2 texture layers no more befor I upload patches
I only need to figure why the dx11 driver only allow for 2 texture layers no more befor I upload patches
Re: Finally, a DirectX 10 video driver for Irrlicht
4 years after the 'finally, a directx 10 video driver' thread we get a dx11 driver, makes sense! :D
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Re: Finally, a DirectX 10 video driver for Irrlicht
These things take time, its complex and no one´s being paid!
Re: Finally, a DirectX 10 video driver for Irrlicht
Haha was trying to make a joke ;) Yes I'm very grateful for everyone's contributions!
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Re: Finally, a DirectX 10 video driver for Irrlicht
Rework of example 3 "custom scene node" for shader-pipeline. Only works with OpenGL, DirectX 9.
Because the function 'drawVertexPrimitiveList' is "deprecated" in shader-pipeline i rewrote example 3 to use 'drawMeshBuffer'.
First time i do such a "low-level" thing so probably there is a better solution.
in class declaration:
scene::IVertexBuffer *VertexBuffer;
scene::IIndexBuffer *IndexBuffer;
+ scene::CMeshBuffer<video::S3DVertex> *MeshBuffer;
in constructor of CSampleSceneNode:
VertexBuffer = new scene::CVertexBuffer<video::S3DVertex>();
IndexBuffer = new scene::CIndexBuffer(video::EIT_16BIT);
+ MeshBuffer = new scene::CMeshBuffer<video::S3DVertex>( Descriptor );
...
IndexBuffer->addIndex(1);
+ MeshBuffer->setVertexBuffer( VertexBuffer, 0 );
+ MeshBuffer->setIndexBuffer ( IndexBuffer );
or in one function
+ MeshBuffer->append( VertexBuffer, 0, IndexBuffer );
in virtual void render():
// driver->drawVertexPrimitiveList( VertexBuffer, IndexBuffer, Descriptor, 4, scene::EPT_TRIANGLES );
+ driver->drawMeshBuffer( MeshBuffer );
Is this ok so?
Because the function 'drawVertexPrimitiveList' is "deprecated" in shader-pipeline i rewrote example 3 to use 'drawMeshBuffer'.
First time i do such a "low-level" thing so probably there is a better solution.
in class declaration:
scene::IVertexBuffer *VertexBuffer;
scene::IIndexBuffer *IndexBuffer;
+ scene::CMeshBuffer<video::S3DVertex> *MeshBuffer;
in constructor of CSampleSceneNode:
VertexBuffer = new scene::CVertexBuffer<video::S3DVertex>();
IndexBuffer = new scene::CIndexBuffer(video::EIT_16BIT);
+ MeshBuffer = new scene::CMeshBuffer<video::S3DVertex>( Descriptor );
...
IndexBuffer->addIndex(1);
+ MeshBuffer->setVertexBuffer( VertexBuffer, 0 );
+ MeshBuffer->setIndexBuffer ( IndexBuffer );
or in one function
+ MeshBuffer->append( VertexBuffer, 0, IndexBuffer );
in virtual void render():
// driver->drawVertexPrimitiveList( VertexBuffer, IndexBuffer, Descriptor, 4, scene::EPT_TRIANGLES );
+ driver->drawMeshBuffer( MeshBuffer );
Is this ok so?
Re: Finally, a DirectX 10 video driver for Irrlicht
it's fine the only thing I would change is use the getvertexbuffer and getindexBuffer method from the mesh buffer instead of creating new ones and replacing those inside the meshbuffer
Re: Finally, a DirectX 10 video driver for Irrlicht
Is the dx11 driver working with the main examples under win 7?
Re: Finally, a DirectX 10 video driver for Irrlicht
D3D11 driver is still broken, we're waiting for Granyte's patch.
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
Re: Finally, a DirectX 10 video driver for Irrlicht
Okay thanks for the update!
Re: Finally, a DirectX 10 video driver for Irrlicht
I just need to figure why the driver is limited to 2 texture layers and ill push it out
but that will likely have to wait until November due to school and work
but that will likely have to wait until November due to school and work
Re: Finally, a DirectX 10 video driver for Irrlicht
Hi, did you manage to find time to sort it? If not, I´ll do it, that is if I can download it!
Re: Finally, a DirectX 10 video driver for Irrlicht
no I haven't yet but my finals end next week ill upload them then