Finally, a DirectX 10 video driver for Irrlicht
Re: Finally, a DirectX 10 video driver for Irrlicht
Makes me wonder how many other things have been lost in the forums..
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Re: Finally, a DirectX 10 video driver for Irrlicht
I just inspected the patch that made it into the engine it's not going to cut it dx11 require the buffer data rate to be a part of the vertex description so with this patch we cannot have instancing on dx11
Re: Finally, a DirectX 10 video driver for Irrlicht
Thanks for info, I'll move data rate to vertex descriptor.
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
Re: Finally, a DirectX 10 video driver for Irrlicht
also there was a mistake introduced in the patch
this is the code that made it into the engine
in the orginal a second variable of type int or s32 was introduced and fetched by the previously found per instance buffer id
because its used to set the number of time the indexed buffer need to be drawn, not the number of vertices it contain so the code that made it into then engine does not work properly
this is the code that made it into the engine
Code: Select all
if (hwVertexBuffer)
{
pID3DDevice->SetStreamSource(i, hwVertexBuffer, 0, vertexSize);
streamCount = vertexBufferCount;
if (PerInstanceBufferPresent && dataRate == EVBDR_PER_VERTEX)
pID3DDevice->SetStreamSourceFreq(i, D3DSTREAMSOURCE_INDEXEDDATA | vertexCount);
else if (PerInstanceBufferPresent && dataRate == EVBDR_PER_INSTANCE)
pID3DDevice->SetStreamSourceFreq(i, D3DSTREAMSOURCE_INSTANCEDATA | 1ul);
}
in the orginal a second variable of type int or s32 was introduced and fetched by the previously found per instance buffer id
because its used to set the number of time the indexed buffer need to be drawn, not the number of vertices it contain so the code that made it into then engine does not work properly
Code: Select all
if (hwVertexBuffer)
{
pID3DDevice->SetStreamSource(i, hwVertexBuffer, 0, vertexSize);
streamCount = vertexBufferCount;
if (PerInstanceBufferPresent && (descriptor->getVertexBufferDataStepRate(i)==EVBDR_PER_VERTEX))
{
int count = mb->getVertexBuffer(PerInstanceBufferId)->getVertexCount();
pID3DDevice->SetStreamSourceFreq(i, D3DSTREAMSOURCE_INDEXEDDATA | count);
}
else if (PerInstanceBufferPresent && (descriptor->getVertexBufferDataStepRate(i) == EVBDR_PER_INSTANCE))
{
pID3DDevice->SetStreamSourceFreq(i, D3DSTREAMSOURCE_INSTANCEDATA | 1ul);
}
}
Re: Finally, a DirectX 10 video driver for Irrlicht
Thanks for a report. I fixed instancing stuff in the latest revision available on SVN.
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
Re: Finally, a DirectX 10 video driver for Irrlicht
The last patch broke the terrain sample it's failing the culling test
Re: Finally, a DirectX 10 video driver for Irrlicht
I'll check that tomorrow. Thanks again for a bug report.
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
Re: Finally, a DirectX 10 video driver for Irrlicht
It looks like a culling test for terrain scene node is broken even in v1.8.1, so it's not a bug related to shader pipeline branch.
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
Re: Finally, a DirectX 10 video driver for Irrlicht
Indeed but i was not having this issue untill i recompiled for this patch even wierder is that when running inside visual studio debuger it works fine
Re: Finally, a DirectX 10 video driver for Irrlicht
I had a similar thing, debugger worked, release not. It can be caused because in debug variables that maybe have not been set get cleared to default values.
Re: Finally, a DirectX 10 video driver for Irrlicht
hi granyte,
can you push out a patch with your last stage of development so we can help you to fix culling und the debug/release problem?
regards
zerochen
can you push out a patch with your last stage of development so we can help you to fix culling und the debug/release problem?
regards
zerochen
Re: Finally, a DirectX 10 video driver for Irrlicht
If a single download is available I could also take a look at that problem
Re: Finally, a DirectX 10 video driver for Irrlicht
the last fvf is my current devlopement
the only things missing are related to dx11 and array/cube Texture
alright I found what was causing the issue with my project : it turns out disabeling the scenemanager debug feature is a bad idea
the only things missing are related to dx11 and array/cube Texture
alright I found what was causing the issue with my project : it turns out disabeling the scenemanager debug feature is a bad idea
Re: Finally, a DirectX 10 video driver for Irrlicht
Come on, is this closed source now?