Irrlicht (Multicore - Test) OpenMP

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link3rn3l
Posts: 81
Joined: Wed Nov 15, 2006 5:51 pm

Irrlicht (Multicore - Test) OpenMP

Post by link3rn3l »

http://www.megaupload.com/?d=MZ9LVQ5B


Is a little experiment.. with OpenMP
http://en.wikipedia.org/wiki/Openmp


preview , beta Version , Any Bugs..!!
soon More Improvements!!!







Happy Christmas...
Last edited by link3rn3l on Wed Dec 09, 2009 3:24 pm, edited 2 times in total.
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hybrid
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Post by hybrid »

Very funny. Posting a whole svn checkout for seven lines of #prgame omp parallel placed in the engine. Did you hear about auto-parallelization? Next time at least learn about svn diff :roll:
tinhtoitrangtay
Posts: 70
Joined: Tue Oct 28, 2008 12:59 pm

Post by tinhtoitrangtay »

WOW Great. I hope support it for SVN verison bug test. Thanks
klaudia
Posts: 20
Joined: Thu Jun 18, 2009 2:39 pm

Post by klaudia »

too bad. this is not 1 april :P.

Few things what would made irrlicht rich!

1. Option for enable Deffered shading.
2. Multi, multithread, somewhere where possible.
3. OpenGL driver, or something for ISceneNode, work with HW-Instancing.
if not found HW-Instancing, then Shader-Instancing, if not found, then normal. :P

nice, huh? :D
masm32
Posts: 17
Joined: Tue Jan 12, 2010 9:39 pm

Great Work

Post by masm32 »

Hello,
great work so far. I've downloaded your changes, compiled it and what should I say. Quake3 Map Demo boosts from 450 Frames to 880 Frames.
Even OpenGl manages to get nearly 500 frames per second. Ok this is a test and there must be guarded sections, but for a start its good.

This is the future.
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