Finally, a DirectX 10 video driver for Irrlicht

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zerochen
Posts: 273
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Location: Germany

Re: Finally, a DirectX 10 video driver for Irrlicht

Post by zerochen »

hi,

@AReichl @airc

can you you post some errors that you get with dx11 enabled?
yesterday i found out that you have to include dx11 headers before dx9 headers otherwise it leads to many compiler errors and duplication warnings. maybe that helps you a little more.

@airc @ nadro
the bug happens to me in debug and release mode. it is related to the octreescenenode. maybe some of the meshmanipulator funcs

regards
zerochen
airc
Posts: 25
Joined: Wed Jan 08, 2014 8:17 am

Re: Finally, a DirectX 10 video driver for Irrlicht

Post by airc »

@zerochen
just follow the steps i mentioned
+ i forgot that you have to comment D3D_FEATURE_LEVEL_11_1 enum, because its not defined in DXSDK_Jun10 headers

btw , i am using tdm-gcc 4.7.1 32bit which is the default compiler that comes with codeblocks 13.12
zerochen
Posts: 273
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Location: Germany

Re: Finally, a DirectX 10 video driver for Irrlicht

Post by zerochen »

i dont use gcc. i just try to help to fix it.

if you got an error that D3D_FEATURE_LEVEL_11_1 is not definied. you have to do 2 things.
be sure that you have
1) installed http://msdn.microsoft.com/en-us/windows ... 52363.aspx
2) included dx11 header first and then DXSDK_Jun10 headers in your project settings. otherwise it will lead to many errors as mentioned before.
for example:
C:\Program Files (x86)\Microsoft SDKs\Windows\v7.1A\Include before C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Include

regards
zerochen

edit: 3) make a clean rebuild
airc
Posts: 25
Joined: Wed Jan 08, 2014 8:17 am

Re: Finally, a DirectX 10 video driver for Irrlicht

Post by airc »

i just try to help to fix it.
thanks , it was fixed already .
about D3D_FEATURE_LEVEL_11_1 i've added ( D3D_FEATURE_LEVEL_11_1 = 0xb100 ) to d3dcommon.h , and it works .

but the driver isn't stable yet , i have 0 experience with dx11 i can't do any things , so i hope nadro and other contributors will make this driver stable as d3d9
Nadro
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Re: Finally, a DirectX 10 video driver for Irrlicht

Post by Nadro »

airc wrote:
i hope nadro and other contributors will make this driver stable as d3d9
The most of this great stuff was prepared by Zerochen and Granyte. I just only merge patches and add some minor improvements.

BTW. In upcoming days shader-pipeline should be under active development.
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
zerochen
Posts: 273
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Location: Germany

Re: Finally, a DirectX 10 video driver for Irrlicht

Post by zerochen »

@Granyte
is your sse implementation limited to x64?
Granyte
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Re: Finally, a DirectX 10 video driver for Irrlicht

Post by Granyte »

it should not but it's possible what issue are you getting?

Also my sse implementation require sse 4.1 wich mean a lates generation core2 cpu or newer on amd side i'm not sure bulldozer or something like it
zerochen
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Location: Germany

Re: Finally, a DirectX 10 video driver for Irrlicht

Post by zerochen »

@Nadro
here is a patch that fixes the bug in example 2 mentioned by airc.
fix.patch

edit: another issue is that the billboards not working. there is a MeshBuffer->setDirty(); missing in the render func. otherwise the position will not be updated.

@Granyte
yes i have 4.1. example 7 on win32 is crashing for me. do you have the same problem?
Granyte
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Re: Finally, a DirectX 10 video driver for Irrlicht

Post by Granyte »

ill builld the 32 bit version and tell you i never build 32 bit ....
airc
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Re: Finally, a DirectX 10 video driver for Irrlicht

Post by airc »

thanks zerochen , your patch resolved the problem
airc
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Re: Finally, a DirectX 10 video driver for Irrlicht

Post by airc »

also the example "LoadIrrFile" there is no particles in the center of the scene if you use d3d11
Nadro
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Re: Finally, a DirectX 10 video driver for Irrlicht

Post by Nadro »

I applied zerochen's patch and added missing setDirty calls, however in example no. 08 particles has still some problem (static particles are visible near the floor).

BTW. In the latest rev I added VS2013 project files.

UPDATE:
I already fixed a bug related to particles rendering in example no. 08.
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
Granyte
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Re: Finally, a DirectX 10 video driver for Irrlicht

Post by Granyte »

Render target are nor working nethier in dx11 nor dx9
zerochen
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Location: Germany

Re: Finally, a DirectX 10 video driver for Irrlicht

Post by zerochen »

Nadro is reworking it. So no need to fix this until new interfaces are up.

Nadro:
BTW. In upcoming days I'll try to prepare list of deprecated methods of IVideoDriver. We'll drop fixed pipeline drivers and functionality in shader-pipeline branch, so some methods will be no longer required. At now I'm refactoring render target interfaces, new class will be exposed called IRenderTarget (current IRenderTarget struct will be replaced). New IRenderTarget class will allow us to separate standard textures from render targets.
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 »

Can you allow existing apps to continue to use RenderTargets in the same manner? Or leave the older style as well as the new?
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