I have a question on building the shader-pipeline branch with DirectX11 + mingw.
There is another engine Urho3D which recently also has DirectX11 support and it compiles with a "newer" version of mingw without including any DirectX-SDK from Microsoft (if you compile with Visual Studio then of course you have to).
Is it a difference in "features", meaning Irrlicht shader-pipeline uses DirectX11 to a greater extent and therefore is "Microsoft only compilable"?
Question on building shader-pipeline with DirectX11 + mingw
Re: Question on building shader-pipeline with DirectX11 + mi
Well the shader pipeline work for OGL and DX9 to so if you wan to use the shader-pipeline with an other driver you can just disable the dx11 driver. Then you can compile the engine where ever you wan to
if you wish to use dx11 you need to compile on vs for now with the sdk it might be possible without but we haven't tried to figure
if you wish to use dx11 you need to compile on vs for now with the sdk it might be possible without but we haven't tried to figure