3000th commit - IrrlichtBAW (GIT repo, v 0.3.0-gamma1)
Re: Cubemap Textures - BAW Irrlicht (GIT repo, v 0.2.5)
Native binary format coming which will save and load animated meshes, static meshes, all texture types etc.
As well as some documentation.
As well as some documentation.
Re: Cubemap Textures - BAW Irrlicht (GIT repo, v 0.2.5)
Added Multisample Textures and Texture Arrays.
https://github.com/buildaworldnet/Irrli ... b2a3e2defb
Have your deferred in MSAA!
https://github.com/buildaworldnet/Irrli ... b2a3e2defb
Have your deferred in MSAA!
Re: Cubemap Textures - BAW Irrlicht (GIT repo, v 0.2.5)
Showed in an example how to do a programmable MSAA resolve with a shader
https://github.com/buildaworldnet/Irrli ... 49a377d46a
https://github.com/buildaworldnet/Irrli ... 49a377d46a
Re: Cubemap Textures - BAW Irrlicht (GIT repo, v 0.2.5)
And added another example on how to do cubemap shadows!
https://github.com/buildaworldnet/Irrli ... 7007ab21f0
https://github.com/buildaworldnet/Irrli ... 7007ab21f0
Re: Cubemap Textures - BAW Irrlicht (GIT repo, v 0.2.5)
Example with shadows got upgraded and optimized:
https://github.com/buildaworldnet/Irrli ... 5f76791858
1+ Million Polygons, 625 mobs, moving light, 56FPS
https://github.com/buildaworldnet/Irrli ... 5f76791858
1+ Million Polygons, 625 mobs, moving light, 56FPS
Re: Help Wanted - BAW Irrlicht (GIT repo, v 0.2.5)
Added our own binary format, compression and encryption coming soon.
We made a comparison in loading a 18mb binary .x file
DEBUG:
60000ms for .x
40ms for .baw
RELEASE:
1800ms for .x
14ms for .baw
This means we are hitting the disk-read-speed bottleneck.
Known issue: Loading skinned meshes from a .baw file leaks memory.
We made a comparison in loading a 18mb binary .x file
DEBUG:
60000ms for .x
40ms for .baw
RELEASE:
1800ms for .x
14ms for .baw
This means we are hitting the disk-read-speed bottleneck.
Known issue: Loading skinned meshes from a .baw file leaks memory.
Re: Help Wanted - BAW Irrlicht (GIT repo, v 0.2.5)
Fixes:
Fixed all memory leaks.
Added safe bitfield export and import on serializable classes
Core:
Moved to C++11
Added AES128 Encryption, LZMA compression and GCM auth to BAW format
Added per-context state tracking for non-shareable opengl container objects such as active VAO, FBOs, Samplers and XForm Feedbacks
Extensions:
added a matrix AVX vs. SSE benchmark as an example
provided a 'command-line' convert2BAW tool for converting all supported mesh formats to .baw
Also we have branches for :
C++11 threading and atomic fast locks
VAO cache for multithreaded drawing and in the future, mesh loading and streaming to GPU
this branch also includes c++11 macros and base classes to make uncopyable and unassignable classes.
as well as the change from map<> to unordered_map<> for the per-context sampler cache
Fixed all memory leaks.
Added safe bitfield export and import on serializable classes
Core:
Moved to C++11
Added AES128 Encryption, LZMA compression and GCM auth to BAW format
Added per-context state tracking for non-shareable opengl container objects such as active VAO, FBOs, Samplers and XForm Feedbacks
Extensions:
added a matrix AVX vs. SSE benchmark as an example
provided a 'command-line' convert2BAW tool for converting all supported mesh formats to .baw
Also we have branches for :
C++11 threading and atomic fast locks
VAO cache for multithreaded drawing and in the future, mesh loading and streaming to GPU
this branch also includes c++11 macros and base classes to make uncopyable and unassignable classes.
as well as the change from map<> to unordered_map<> for the per-context sampler cache
Re: Help Wanted - BAW Irrlicht (GIT repo, v 0.2.5)
Compute Shaders COpenGLExtensionHandler utility functions are in, proper shader API coming soon.
Re: Extensions - BAW Irrlicht (GIT repo, v 0.2.5)
Added an extensions repository with 1 sample extension (actually used in example 23.Autoexposure)
https://github.com/buildaworldnet/Irrli ... master/ext
https://github.com/buildaworldnet/Irrli ... master/ext
Re: Vulkan&Android - BAW Irrlicht (GIT repo, v 0.3.0-alpha1)
A decision has been made to move ahead with providing a dual rendering backend of OpenGL and Vulkan, with OpenGL support to be dropped as soon as our Vulkan driver is mature and Intel stops supporting the integrated GPUs which don't support Vulkan on windows.
This is because we will be porting the engine to android.
This is because we will be porting the engine to android.
Re: Vulkan&Android - BAW Irrlicht (GIT repo, v 0.3.0-alpha1)
Added a FAQ
(its mostly the result of all the questions in this thread)
https://github.com/buildaworldnet/Irrli ... W,-the-FAQ
(its mostly the result of all the questions in this thread)
https://github.com/buildaworldnet/Irrli ... W,-the-FAQ
Re: Vulkan&Android - BAW Irrlicht (GIT repo, v 0.3.0-alpha1)
Haven't been to Irrlicht forum for years. But wow, Irrlicht-Vulkan combination would be great.
My company: http://www.kloena.com
My blog: http://www.zhieng.com
My co-working space: http://www.deskspace.info
My blog: http://www.zhieng.com
My co-working space: http://www.deskspace.info
Re: Vulkan&Android - BAW Irrlicht (GIT repo, v 0.3.0-alpha1)
Merged the Mesh Optimizer branch, its available in the engine via the API and in the convert2BAW tool.
It does everything that AMD Compressonator does to meshes, but more slowly, and uses a different method for normal attribute compression.
Will add support for glTF 2.0 and the AMD Compressonator tool in the future.
(also want to add support for keyframe dropping, animation optimization and compression -- hopefully there is a 3rd party library for that)
It does everything that AMD Compressonator does to meshes, but more slowly, and uses a different method for normal attribute compression.
Will add support for glTF 2.0 and the AMD Compressonator tool in the future.
(also want to add support for keyframe dropping, animation optimization and compression -- hopefully there is a 3rd party library for that)