New DX11 / 12 Renderer by JFT90 (Julius Tilly)
Create a new renderer is not practical, use a rendering backends as bgfx (is 100% best)
Download option on right (Github similar)....
https://gitlab.com/JFT/Irrlicht_extended/tree/master
Excelent and hard work , initial thread forum
http://irrlicht.sourceforge.net/forum/v ... =2&t=51418
Thanks Again JFT90 .. !!!
...
New DX11 / 12 / Vulkan / WebGL Renderer by JFT90
New DX11 / 12 / Vulkan / WebGL Renderer by JFT90
Bennu (Best 2d and 3D dev-tool)
http://bennupack.blogspot.com
Pixtudio (Best 2D development tool)
http://pixtudiopack.blogspot.com
Bennu3D(3D Libs for bennu)
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Colombian Developers - Blog:
http://coldev.blogspot.com/
http://bennupack.blogspot.com
Pixtudio (Best 2D development tool)
http://pixtudiopack.blogspot.com
Bennu3D(3D Libs for bennu)
http://3dm8ee.blogspot.com/
Colombian Developers - Blog:
http://coldev.blogspot.com/
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- Posts: 1
- Joined: Sun Jan 12, 2014 4:42 pm
Re: New DX11 / 12 / Vulkan / WebGL Renderer by JFT90
With this, will I be able to do anything in Irrlicht that I can do in BGFX?
Re: New DX11 / 12 / Vulkan / WebGL Renderer by JFT90
Bgfx offers OpenGl, DirectX, Metal and soon Vulkan, DX12 and OpenVR ...
https://github.com/bkaradzic/bgfx
and speed improvements !!!
https://github.com/bkaradzic/bgfx
and speed improvements !!!
Bennu (Best 2d and 3D dev-tool)
http://bennupack.blogspot.com
Pixtudio (Best 2D development tool)
http://pixtudiopack.blogspot.com
Bennu3D(3D Libs for bennu)
http://3dm8ee.blogspot.com/
Colombian Developers - Blog:
http://coldev.blogspot.com/
http://bennupack.blogspot.com
Pixtudio (Best 2D development tool)
http://pixtudiopack.blogspot.com
Bennu3D(3D Libs for bennu)
http://3dm8ee.blogspot.com/
Colombian Developers - Blog:
http://coldev.blogspot.com/
Re: New DX11 / 12 / Vulkan / WebGL Renderer by JFT90
I just saw this post - You are welcome!
I am happy if it is useful for your projects.
We didn't implement all the standard materials other drivers offer since we don't need them in our project.
We require more customized materials/effects so we usually just write our own shaders.
Standard shadows are also not supported. We run our own implementation of shadowmapping based on XEffects.
The shaderpipeline is working great for us so far - when we encounter an error there we usually fix it right away in IrrlichtExtended.
Shaderc https://bkaradzic.github.io/bgfx/tools.html needs some time getting used to but once you get used to it, building
shaders for all rendering backends is easy.
Here is a sceenshot of a teststate of the game we are currently developing - using the bgfx renderer for: (triplanar mapping,multitexturing of the terrain with a splatmap, xeffects, gpu particles...)
Whole source of the game we are currently building can be found here: https://gitlab.com/JFT/BT_By_KT
If you want to add features to the bgfx driver - you are welcome to help.
I am happy if it is useful for your projects.
We didn't implement all the standard materials other drivers offer since we don't need them in our project.
We require more customized materials/effects so we usually just write our own shaders.
Standard shadows are also not supported. We run our own implementation of shadowmapping based on XEffects.
The shaderpipeline is working great for us so far - when we encounter an error there we usually fix it right away in IrrlichtExtended.
Shaderc https://bkaradzic.github.io/bgfx/tools.html needs some time getting used to but once you get used to it, building
shaders for all rendering backends is easy.
Here is a sceenshot of a teststate of the game we are currently developing - using the bgfx renderer for: (triplanar mapping,multitexturing of the terrain with a splatmap, xeffects, gpu particles...)
Whole source of the game we are currently building can be found here: https://gitlab.com/JFT/BT_By_KT
If you want to add features to the bgfx driver - you are welcome to help.
Irrlicht with bgfx-Driver https://gitlab.com/JFT/Irrlicht_extended (forked from Irrlicht trunk)