Finally, a DirectX 10 video driver for Irrlicht

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AReichl
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Joined: Wed Jul 13, 2011 2:34 pm

Re: Finally, a DirectX 10 video driver for Irrlicht

Post by AReichl »

yes i thought so, BUT:

in D3D9 and OpenGL drivers you have the function 'drawMeshBuffer',
but in D3D11 (which is the NEW part in Irrlicht) you still have 'drawVertexPrimitiveList'.
robmar
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Re: Finally, a DirectX 10 video driver for Irrlicht

Post by robmar »

But was it necessary to remove it?
Nadro
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Re: Finally, a DirectX 10 video driver for Irrlicht

Post by Nadro »

D3D11 need some updates (as I know Granyte currently working on that). drawVertexPrimitiveList didn't provide any advantages against drawMeshBuffer in shader-pipeline branch, thats why this method was removed. drawMeshBuffer is also much more safe.
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Granyte
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Re: Finally, a DirectX 10 video driver for Irrlicht

Post by Granyte »

on dx11 drawing without a mesh buffer was slowing things down

I only need to figure why the dx11 driver only allow for 2 texture layers no more befor I upload patches
kklouzal
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Re: Finally, a DirectX 10 video driver for Irrlicht

Post by kklouzal »

4 years after the 'finally, a directx 10 video driver' thread we get a dx11 driver, makes sense! :D
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robmar
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Re: Finally, a DirectX 10 video driver for Irrlicht

Post by robmar »

These things take time, its complex and no one´s being paid! :P
kklouzal
Posts: 343
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Re: Finally, a DirectX 10 video driver for Irrlicht

Post by kklouzal »

Haha was trying to make a joke ;) Yes I'm very grateful for everyone's contributions!
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AReichl
Posts: 270
Joined: Wed Jul 13, 2011 2:34 pm

Re: Finally, a DirectX 10 video driver for Irrlicht

Post by AReichl »

Rework of example 3 "custom scene node" for shader-pipeline. Only works with OpenGL, DirectX 9.

Because the function 'drawVertexPrimitiveList' is "deprecated" in shader-pipeline i rewrote example 3 to use 'drawMeshBuffer'.
First time i do such a "low-level" thing so probably there is a better solution.

in class declaration:

scene::IVertexBuffer *VertexBuffer;
scene::IIndexBuffer *IndexBuffer;
+ scene::CMeshBuffer<video::S3DVertex> *MeshBuffer;

in constructor of CSampleSceneNode:

VertexBuffer = new scene::CVertexBuffer<video::S3DVertex>();
IndexBuffer = new scene::CIndexBuffer(video::EIT_16BIT);
+ MeshBuffer = new scene::CMeshBuffer<video::S3DVertex>( Descriptor );

...
IndexBuffer->addIndex(1);

+ MeshBuffer->setVertexBuffer( VertexBuffer, 0 );
+ MeshBuffer->setIndexBuffer ( IndexBuffer );
or in one function
+ MeshBuffer->append( VertexBuffer, 0, IndexBuffer );

in virtual void render():

// driver->drawVertexPrimitiveList( VertexBuffer, IndexBuffer, Descriptor, 4, scene::EPT_TRIANGLES );
+ driver->drawMeshBuffer( MeshBuffer );

Is this ok so?
Granyte
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Re: Finally, a DirectX 10 video driver for Irrlicht

Post by Granyte »

it's fine the only thing I would change is use the getvertexbuffer and getindexBuffer method from the mesh buffer instead of creating new ones and replacing those inside the meshbuffer
robmar
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Re: Finally, a DirectX 10 video driver for Irrlicht

Post by robmar »

Is the dx11 driver working with the main examples under win 7?
Nadro
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Re: Finally, a DirectX 10 video driver for Irrlicht

Post by Nadro »

D3D11 driver is still broken, we're waiting for Granyte's patch.
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
robmar
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Joined: Sun Aug 14, 2011 11:30 pm

Re: Finally, a DirectX 10 video driver for Irrlicht

Post by robmar »

Okay thanks for the update!
Granyte
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Re: Finally, a DirectX 10 video driver for Irrlicht

Post by Granyte »

I just need to figure why the driver is limited to 2 texture layers and ill push it out

but that will likely have to wait until November due to school and work
robmar
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Re: Finally, a DirectX 10 video driver for Irrlicht

Post by robmar »

Hi, did you manage to find time to sort it? If not, I´ll do it, that is if I can download it! :)
Granyte
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Re: Finally, a DirectX 10 video driver for Irrlicht

Post by Granyte »

no I haven't yet but my finals end next week ill upload them then
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