Question on building shader-pipeline with DirectX11 + mingw

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AReichl
Posts: 269
Joined: Wed Jul 13, 2011 2:34 pm

Question on building shader-pipeline with DirectX11 + mingw

Post by AReichl »

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"?
Granyte
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Joined: Tue Jan 25, 2011 11:07 pm
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Re: Question on building shader-pipeline with DirectX11 + mi

Post by Granyte »

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
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