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Direct3d11-Irrlicht

Posted: Mon Oct 26, 2009 8:14 pm
by Revan1985
I'm announcing a new project...
an implementation of directx10/11 in Irrlicht...

In this thread i'll give you all the notice, announcementes, % of the completation...

Status :

3 % - Base Classe creation

:wink:

Posted: Mon Oct 26, 2009 8:47 pm
by Seven
if you can pull this off, you will definately be one of our goddesses.....

Re: Direct3d11-Irrlicht

Posted: Mon Oct 26, 2009 9:17 pm
by Murloc992
Revan1985 wrote:I'm announcing a new project...
an implementation of directx10/11 in Irrlicht...

In this thread i'll give you all the notice, announcementes, % of the completation...

Status :

1 % - Base Classe creation

:wink:
a lot.

Posted: Mon Oct 26, 2009 9:33 pm
by sio2
I'm curious: how will you handle the fact that there's no fixed function and all rendering is done via programmable shaders?

Posted: Tue Oct 27, 2009 12:59 am
by cwick
sio2 wrote:I'm curious: how will you handle the fact that there's no fixed function and all rendering is done via programmable shaders?
IIRC the directx documentation has some sample code for emulating a fixed function pipeline. Basically you have to re-implement the fixed function parts you need in high level shader code, which is compiled on-the-fly

Posted: Tue Oct 27, 2009 2:32 am
by 3DModelerMan
Cool, if I had a better graphics card I would try and help. What do you mean there's no fixed function? What does it fall back on when there's no shader support?

Posted: Tue Oct 27, 2009 3:10 am
by sRc
3DModelerMan wrote:Cool, if I had a better graphics card I would try and help. What do you mean there's no fixed function? What does it fall back on when there's no shader support?
DX10-on changed from CAPS system used previously. it requires all features implemented to be considered that level of DirectX now. there will always be support for all the features of DX10/10.1/11 (depending on the level youre using)

Posted: Tue Oct 27, 2009 5:19 am
by Revan1985
i use the base idea of xna...
imoplement a base shader and let the user change it on runtime ^^'

Posted: Tue Oct 27, 2009 11:52 am
by FuzzYspo0N
its sad there is only one or two cards around to support DX11, its even more sad its only supported on 1 platform.

Good luck though!

Posted: Tue Oct 27, 2009 12:29 pm
by Revan1985
FuzzYspo0N wrote:its sad there is only one or two cards around to support DX11, its even more sad its only supported on 1 platform.

Good luck though!
i've 1 of this 4 cards :wink:

ok, it's only on 1 platform, but i've seen the directx/opengl base system...

and i believe that the d3d10/11 and opengl 3.1/2 can be very easy to learn if you know 1 of them...

Posted: Tue Oct 27, 2009 2:16 pm
by devsh
What does it fall back on when there's no shader support?
DX9?????

Posted: Tue Oct 27, 2009 4:12 pm
by sRc
FuzzYspo0N wrote:its sad there is only one or two cards around to support DX11, its even more sad its only supported on 1 platform.

Good luck though!
keep in mind DX11 was officially introduced with Windows 7 (runs on both 7 and Vista), and Windows 7 has only been officially out to the public for like 4 days :lol:

Posted: Wed Oct 28, 2009 11:29 pm
by christianclavet
So the timing it's good. When the driver will be able to finally do something, DX12 will be ready to market.

Have you seen a start of implementation on DX10? So if someone would start something, I think the time is good for it. I'm not expecting a release this year anyway. Give me plenty of time to upgrade my system.

Any news about OpenGL? (3.2 is out, If I remember well)

I think it could be possible to redo the fixed function pipeline with shaders. Just that it will be a lot of work. What could be done is "wrap" the Irrlicht function so that they display on DX11. (Still a lot of work). This part should be done first, then once it's start to work, add the new features offered by DX11. Or have 2 teams one implementing the new functions to IRRlicht and one on "wrapping" the standard IRRlicht function so they work on DX11.

I just hope that at least a "wrapper" be done someday before Microsoft drop support for DX9. (As they mostly removed support for DX7,DX8 )
DX8 is still ok but only to support a discontined console (XBOX)

Posted: Thu Oct 29, 2009 12:23 am
by ecsos
the guy that was doing 3Demon engine was doing DX10

Posted: Thu Oct 29, 2009 7:09 am
by Revan1985
i'm programming with dx10 from the release...
but i've never done nothing more than some demo for my friends... [and someone were good].

also i believe that when i'll release something dx12 will be out, but, i'm doing it for funny, not for work ^^

so, i've many, many time to spend...
after c# work programming i mean :P