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Posted: Thu Jan 13, 2011 3:51 pm
by evandromillian
Hi amerthebest,

Yes, the code is wrong, thanks for help.

The driver is not working well with particles and 2D rendering, and shadows wasn't implemented yet. I was working in another new features, but I will return and complete basic features of the driver.

And thanks fmx, I will post FVF in that topic.

Posted: Sun Jan 16, 2011 12:20 am
by evandromillian
Now we started playing with DirectX 11:

Image

This image is the ParticleGS sample from DirectX SDK, ported to Irrlicht. This sample uses the stream output funcionality to process and draw particles entirely in GPU, instead of CPU animation.

For this, I added the method to IVideoDriver:

Code: Select all

virtual void drawAuto(IHardwareBuffer* vertices, E_VERTEX_TYPE vType = EVT_STANDARD, 
				scene::E_PRIMITIVE_TYPE pType = scene::EPT_TRIANGLES) = 0;
And this method to IMaterialRendererServices:

Code: Select all

virtual bool setStreamOutputBuffer(IHardwareBuffer* buffer) = 0;
With this, we can create particle systems passing a material ID and affectors that will be just like shader callbacks.

As usual for this project, this feature is only implemented for DirectX 11 driver, but is possible to implement for OpenGL 3. With more effort, can be implemented for DirectX 9, using ATI R2VB or texture fetches on vertex buffer.

I wait your comments.

Posted: Sun Jan 16, 2011 9:20 am
by Darktib
Wow, impressing! This feature could prove very useful for particle engines like SPARK.

Very promising project, keep the good work!

Posted: Mon Jan 17, 2011 1:27 pm
by amerthebest
Very nice.

Next demo would be nice some Compute shader and tesselations.

:)

Posted: Wed Mar 23, 2011 7:38 pm
by zerochen
hi

any progress or is this project dead?

Posted: Thu Apr 07, 2011 1:02 pm
by evandromillian
Hello,

No, this project is not dead, it's only sleeping. My work is taking too much time.

But I'm thinking to create a fork with this project, because there's too much changes from original code, see:

- hardware buffers
- variable vertex type
- stream output/feedback
- multisample and texture array
- no fan triangle type (cause DX11 doesn't supports)
- compute shader (planning)

In next days you'll receive news

Posted: Thu Apr 07, 2011 2:21 pm
by 3DModelerMan
Oh good. I started writing one my self the other day, but I'm glad this one is going to be finished instead. What's left to do on this one?

Posted: Thu May 12, 2011 2:29 pm
by ramin
Hey guys,

Thinking of contributing to the project. DX11 is good as I'm interested but not much experience with IRR or DX11.

Any other areas ? what's here to do ?

Re: Finally, a DirectX 10 video driver for Irrlicht

Posted: Sun Jul 03, 2011 5:34 pm
by sio2
This lib is a nice starting point. It took a bit of work to get to get the source to compile and render stuff but I got a little test app working with my own Quake3 BSP scene node. Screenie (I also posted to the July screenshot of the month compo):

Image

Re: Finally, a DirectX 10 video driver for Irrlicht

Posted: Mon Jul 04, 2011 11:42 am
by Yoran
Just wanted to say, keep up the good work!
Hope you'll finish it and submit us the patch so we can integrate it.

Re: Finally, a DirectX 10 video driver for Irrlicht

Posted: Fri Dec 30, 2011 1:21 am
by Granyte
is anything new happening with this?

or is there any dx10/11 driver planed or being devloped?

Re: Finally, a DirectX 10 video driver for Irrlicht

Posted: Fri Dec 30, 2011 7:45 am
by ACE247
I don't think anything is happening... :(
Irrlicht needs a massive redesign to just even support DX10/11 or OpenGL higher than 2, and that's not happening right now.

We could maybe make a branch here though, Irrlicht Lite and Irrlicht maybe? with Lite having the old fixed function methods and being updated with features that it can support that are added to Irrlicht, with Irrlicht being upgraded to new standards.

Because in all honesty Irrlicht as is now has about all the features it's going to need as a DX9/OpenGL 2 Fixed Function Renderer Engine, I'd say its time again to make some hard decisions and move forward before Irrlicht drops so far behind that any attempt of modernizations are too complex.

Re: Finally, a DirectX 10 video driver for Irrlicht

Posted: Fri Dec 30, 2011 12:36 pm
by Cube_
I'd want to see OpenGL 4.2 support in irrlicht ^^*
If one were to enable it.

is there any function that makes sure that the game wouldn't crash for people that can't support the latest openGL? (That would be. supporting every OpenGL version from x.x-4.2 and letting the engine load only what the available driver could handle)

Re: Finally, a DirectX 10 video driver for Irrlicht

Posted: Fri Dec 30, 2011 1:33 pm
by serengeor
aaammmsterdddam wrote:I'd want to see OpenGL 4.2 support in irrlicht ^^*
If one were to enable it.

is there any function that makes sure that the game wouldn't crash for people that can't support the latest openGL? (That would be. supporting every OpenGL version from x.x-4.2 and letting the engine load only what the available driver could handle)
Afaik there is a function which can retrieve the supported version by the card/?driver?. The biggest problem would be to adapt current irrlicht to work with new opengl/directx.

Re: Finally, a DirectX 10 video driver for Irrlicht

Posted: Fri Dec 30, 2011 6:10 pm
by Granyte
well irrlicht will need to make the jump one day or the other or it will go extinct


yes such function exist in dx and opengl