Irrlicht Engines Graphical limitations?

Discuss about anything related to the Irrlicht Engine, or read announcements about any significant features or usage changes.
zet.dp.ua
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Post by zet.dp.ua »

omar shaaban wrote: Direct x 10 is buggy and if u download it or get it with vista u will find that it will run so bad and with many errors and will take time untill it is fully compatible
anyway DirectX 10 architecture was chosen and we can only accept this :)

i think Irrlicht can support it in future.
it is not difficult to do basic dx10 support: just do world transformation in vertex shader and calculate color in pixel shader.
more difficult is to implement full-featured dx10 support (which can be incompatible with openGL)
Virion
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Post by Virion »

just do world transformation in vertex shader and calculate color in pixel shader.
How about incoming OpenGL 3? Will it be using shader as well?
zet.dp.ua
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Post by zet.dp.ua »

i have made some changes to irrlicht to illustrate that
hardware buffers can be added without breaking current semantic
(this is quickly designed version, only d3d9 support)



link: http://www.mediafire.com/?btmm2f5jy0z

will irrlicht support hardware buffers in the future?
please answer
hybrid
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Post by hybrid »

The answer was already given, no reason to ask once more (except you want a different answer).
But thanks for the code, I'll check it once I find more time again.
BlindSide
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Post by BlindSide »

zet.dp.ua wrote:i have made some changes to irrlicht to illustrate that
hardware buffers can be added without breaking current semantic
(this is quickly designed version, only d3d9 support)



link: http://www.mediafire.com/?btmm2f5jy0z

will irrlicht support hardware buffers in the future?
please answer
Oh my god thank you so much, I've always been scared of adding D3D hardware buffers, this will come in very useful!

Is there any licensing on this? Same as Irrlicht license?
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CuteAlien
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Post by CuteAlien »

hybrid wrote:We always said we will add these features, it's basically a question of the API. I'd like to provide these features in an almost transparent way. No need to think about which mesh will go into a vertex buffer object.
I used mostly the solution from spintz with a few minor changes (like adding a memoryleak, so the version on my side needs to be updated... sry) and it was easy to use. One simple call for those meshes which I wanted as VBO and that was it. I can't imagine how it could be automated further, as the engine can't know for which objects in my levels it makes sense and for which it doesn't. It could maybe offer a default option in getMesh depending on the filetype, but I'm not sure if that is what you're thinking about?
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zet.dp.ua
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Post by zet.dp.ua »

hybrid wrote:The answer was already given, no reason to ask once more (except you want a different answer).
maybe i haven't understood word "eventually" because of my bad english,
sorry.

i just think that it would be nice if irrlicht rendering performance can be increased

code is free but i don't recommend use it now it is untested and maybe unnecessary (who likes merging revisions?)
BlindSide
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Post by BlindSide »

Look they are probably just too busy right now working on other things, so let Hybrid do it when he has time and he wants to. It's unfortunate but alot of people rely on this engine including many big-time commercial projects, and so the team cannot risk using code written by an outsider directly, without testing it and making sure it is free from anything bad.

Its not really a matter of trust, just common sense and the fact that many people ae relying on Hybrid, Bitplane and the others to provide something that is stable and works. And it is a common fact that programmers rarely trust anything not written by them regardless of who wrote it and how good it is (Unless it is done by someone they feel is superior to them in many ways.).

Anyway thats just my opinion, but I think also that the SVN system is made specifically to prototype such changes and avoid this kind of issue.

Its ok if its buggy zet.dp.ua I'll look at it and improve it maybe. Thanks again.

Btw I'm just trying to reduce the pressure here, if there is any...
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GameDude
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Post by GameDude »

Has there been any info if the Irrlicht will use OpenGL 3
Saturn
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Post by Saturn »

GameDude, what aspect of OpenGL do you mean specifically? OpenGL version numbers don't mean much. They only define what (already existing) extensions are going to be core functionality and a bit cleanup.
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Post by white tiger »

that's right. some noobs ask for support for new ogl versions.

since dx is OOP based it has interface and new version mean new interface and the code must be rewritten to support the new interface

ogl is c based, that mean no class\structures. since this, new ogl revision mean new functions.

so, if you want a new feature of opengl 3 to be implemented, ask for this. If you don't need new ogl 3 feature, simply ask "support for opengl 3" has no sense since irrlicht can already run onto it
GameDude
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Post by GameDude »

I was wondering if you were going to use OpenGL 3's shader as Blindside had asked.
BlindSide
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Post by BlindSide »

I don't remember asking this... :?

Its actually true what white_tiger said, opengl can be extended using extensions, so if you need a specific feature just ask. I think you can already use up to shader model 3.0 in OpenGL Irrlicht if Im not mistaken? And to be honest your not gonna need any higher than that because you will run into performance issues if you exceed the 4096 instruction count.
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Spintz
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Post by Spintz »

Last edited by Spintz on Mon Dec 10, 2007 1:54 pm, edited 1 time in total.
BlindSide
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Post by BlindSide »

I know its slightly unrelated but I tried to figure out how Spintz creates DX9 RTT without sharing the device's backbuffer (or something..) but the implementation appeared the same for the most part.
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