Finally, a DirectX 10 video driver for Irrlicht
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AFAIK, dx8 support was completely removed from the dx10/dx11 SDKs. This would make an Irrlicht version with dx8 and dx10/dx11 impossible. Even more due to the large changes between those versions, which will probably also make library copying nearly impossible. Anyway, this seems to be a minor problem compared to creating the necessary drivers first ![Smile :)](./images/smilies/icon_smile.gif)
![Smile :)](./images/smilies/icon_smile.gif)
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Is this still under development? I think I have a good idea for the shader flags. false is equal to 0, so multiplying the diffuse light factor, by the lighting flag... would cause the lighting to be disabled when it's false, and be unchanged when it's true.
That would be illogical captain...
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
It would be more streamlined to just have separate shaders altogether, and would probably save on performance. Granted, DX10 users probably have decent hardware, but even with SM 3 and 4, branching should be a last resort. Why make the same decision over and over hundreds of times (per vertex, or worse, per pixel) unless you absolutely have to?
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Do shaders work with this yet? I want to test it out cause I'm getting a DX11 card soon.
That would be illogical captain...
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
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- Posts: 40
- Joined: Wed Apr 01, 2009 11:45 am
- Location: São Paulo - Brazil
Hello people, I was distant from the project, but I'm back.
I tried this technique, but it would be very cumbersome and difficult to integrate into the engine. But yes, can be done. Ogre3D, in you RenderSystemDX11 do this, but is still incomplete.
Right now, I'm having trouble with normal and parllax shaders. I simply can't make it works. I tried to transpose the logic from Direct3D 9 renderers, but don't works. Some objects flick, other disappear.
I'll try to copy some logic from DX 10 books and adapt. I exhausted the possibilities doing simply porting.
If anyone can help, I'll be very happy!!![Very Happy :D](./images/smilies/icon_biggrin.gif)
I tried this technique, but it would be very cumbersome and difficult to integrate into the engine. But yes, can be done. Ogre3D, in you RenderSystemDX11 do this, but is still incomplete.
Right now, I'm having trouble with normal and parllax shaders. I simply can't make it works. I tried to transpose the logic from Direct3D 9 renderers, but don't works. Some objects flick, other disappear.
I'll try to copy some logic from DX 10 books and adapt. I exhausted the possibilities doing simply porting.
If anyone can help, I'll be very happy!!
![Very Happy :D](./images/smilies/icon_biggrin.gif)
Next generation for Irrlicht!!!!!
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- Joined: Sun May 18, 2008 9:42 pm
Are you going to release this under ZLIB ever? I want to start using it in my project really soon.
That would be illogical captain...
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
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- Posts: 40
- Joined: Wed Apr 01, 2009 11:45 am
- Location: São Paulo - Brazil
Hi people. I have good news. I see that, using DirectX 11 and Effect framework, we can pass shader interfaces statically in techniques, removing the switchs from the code.
This can also solve problem with alpha handling, where when alpha is disabled we can use a interface that does nothing, and so on.
I think that with this features we can deprecated DirectX 10 interface. Will be more productive work with a more evolved API.
I will keep all informed.
About ZLib licence, I don't have any problem to change licence, but Goggle Code don't have. Can someone provide an user and password in Irrlicht Sourceforge repository?
Thanks once more for the support.
This can also solve problem with alpha handling, where when alpha is disabled we can use a interface that does nothing, and so on.
I think that with this features we can deprecated DirectX 10 interface. Will be more productive work with a more evolved API.
I will keep all informed.
About ZLib licence, I don't have any problem to change licence, but Goggle Code don't have. Can someone provide an user and password in Irrlicht Sourceforge repository?
Thanks once more for the support.
Next generation for Irrlicht!!!!!
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- Posts: 1691
- Joined: Sun May 18, 2008 9:42 pm
Alright! I can't wait to try this out. I just got a DirectX11 graphics card so I can use all the latest techniques.
That would be illogical captain...
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
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- Posts: 1691
- Joined: Sun May 18, 2008 9:42 pm
Does anyone have 64 bit binaries of this? I can't get it to compile.
That would be illogical captain...
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
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- Posts: 40
- Joined: Wed Apr 01, 2009 11:45 am
- Location: São Paulo - Brazil
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- Posts: 1691
- Joined: Sun May 18, 2008 9:42 pm
64 bit DX11 binaries. I'm working on a 64 bit machine now.
That would be illogical captain...
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
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- Posts: 40
- Joined: Wed Apr 01, 2009 11:45 am
- Location: São Paulo - Brazil