Finally, a DirectX 10 video driver for Irrlicht

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robmar
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Re: Finally, a DirectX 10 video driver for Irrlicht

Post by robmar »

Great news!
Nadro
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Re: Finally, a DirectX 10 video driver for Irrlicht

Post by Nadro »

I applied instancing patch. If you can test them I'll be thankful (I don't have any test environment for instancing feature). I slightly modified your patch (IMHO IVertexBuffer is a better place for DataRate than IVertexDescriptor and it'll be helpful for IMeshManipulator methods too), but all should work properly (I'm not sure if D3D9 supports more than 1 per instancing vertex buffer -> SetStreamSourceFreq with D3DSTREAMSOURCE_INSTANCEDATA type).
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robmar
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Re: Finally, a DirectX 10 video driver for Irrlicht

Post by robmar »

So could this example be implemented for grass? https://software.intel.com/en-us/articl ... directx-10
zerochen
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Re: Finally, a DirectX 10 video driver for Irrlicht

Post by zerochen »

oh, i wrote a patch and an example for instancing some time ago but i guess it was overlooked?

http://irrlicht.sourceforge.net/forum/v ... 11#p286311

i think it's a pity if that isnt pushed to irrlicht. i loved the easy use of the instancedmeshscenenode:)
Nadro
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Re: Finally, a DirectX 10 video driver for Irrlicht

Post by Nadro »

@robmar
It looks like this example should works without problems.

@zerochen
Yes, you're right, sorry. Scene node dedicated for instancing is definitly a good idea and I'll add it to shader-pipeline in near future.
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
robmar
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Re: Finally, a DirectX 10 video driver for Irrlicht

Post by robmar »

Okay, is there a list of the new generic functions for instancing in Irrlicht?

If the single download with the dx11 driver patches is ready I could start testing
Nadro
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Re: Finally, a DirectX 10 video driver for Irrlicht

Post by Nadro »

DX11 is still broken. At now you have to manually fill vertex buffer with transformation matrices (like in instancing examples for pure Direct3D and/or OpenGL).
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
robmar
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Re: Finally, a DirectX 10 video driver for Irrlicht

Post by robmar »

Oh dear, I thought that it had been fixed and the patch being prepared.
Granyte
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Re: Finally, a DirectX 10 video driver for Irrlicht

Post by Granyte »

I think the one I made is a bit more usefull because in this one we cannot move instances in mine we could


and yes I got dx11 to work but it's not ready yet the terrain example does not render properly and blending is still dam broken
robmar
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Re: Finally, a DirectX 10 video driver for Irrlicht

Post by robmar »

So what happened to the endovian...??? dx11 driver release of irrlicht, I read that that was working with samples, I downloaded the source but had troubles compiling with vs2010, but other people seemed to be indicating it was working.
Granyte
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Re: Finally, a DirectX 10 video driver for Irrlicht

Post by Granyte »

it was working but you had to compile 3rd party libs and files were missing from projects it was never really easy to get going but it did work after a bit of messing around anyway my patch should come soon
kklouzal
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Re: Finally, a DirectX 10 video driver for Irrlicht

Post by kklouzal »

Thank you again Granyte for your excellent work and dedication. I'm sure the rest of the community feels the same way. :)
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robmar
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Re: Finally, a DirectX 10 video driver for Irrlicht

Post by robmar »

It will be fantastic to see it working, and wish I had the time to help. I'm sure many users will be thrilled to be able to use new features.
Nadro
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Re: Finally, a DirectX 10 video driver for Irrlicht

Post by Nadro »

Granyte wrote:I think the one I made is a bit more usefull because in this one we cannot move instances in mine we could
I'm not sure if I understand you correctly, so can you explain it a bit more?
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Granyte
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Re: Finally, a DirectX 10 video driver for Irrlicht

Post by Granyte »

i made a mistake i though his addinstance() method did not return a scenenode the user could manipulate but i was wrong forget what i just said

i just looked at zerochen's instancing scene node it's great i'll have to test it but so far nice
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