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Re: Finally, a DirectX 10 video driver for Irrlicht

Posted: Tue Oct 09, 2012 6:45 pm
by zerochen
hi,

i also had a look at it.

i fixed a few things:
- skybox
- 2d textures
- text (well almost, look picture)
- some crashes

Image
Image

here is the code:
http://www.file-upload.net/download-667 ... ht.7z.html

hope that helps.

regards zerochen

Re: Finally, a DirectX 10 video driver for Irrlicht

Posted: Tue Oct 09, 2012 6:55 pm
by Granyte
wow graet job ill integrate with the last bugs i fixed

text fix completed

Image

with the text blending fixed it didn't take long for me to figure out the last bug remaining

how ever the integration broke render target once i finish fixing rtt ill release a second pack for people to play with

Re: Finally, a DirectX 10 video driver for Irrlicht

Posted: Tue Oct 09, 2012 10:35 pm
by Nadro
Now this driver looks really nice :) I hope that we'll integrate it with core in v2.0. Great work!

Re: Finally, a DirectX 10 video driver for Irrlicht

Posted: Wed Oct 10, 2012 6:42 am
by Granyte
This time i only release a patch file with the updates form the last version (or the svn) http://www.mediafire.com/?5d1knpwf8l3eoax

This includes :
- zerochen skybox fix
- partial 2d textures fix
- partial text fix
- Batched 2d draw will no longer cause acces read violation or any 2d draw call for that mather
-a couple material more enabeled
-win32 windows via params fixed
-Onsetmaterial fucntion now properly called


Rtt was never broken in the first place but the previous text fix caused it to be cliped in shader

Configuring blend mode in dx11 is a nightmare not a single tutorial tells the same thing and not a single one works so alpha blending is still broken
because of the bove draw2dimage and gui drawing behave oddly (yest it's broken again)
animated meshes don't load properly

Re: Finally, a DirectX 10 video driver for Irrlicht

Posted: Wed Oct 17, 2012 8:24 am
by Granyte
Image

and here is the dx11 GUI finaly fixed it's currently working 99% the only thing broken is the transparency slider beause the vertex alpha material compilation fail

Re: Finally, a DirectX 10 video driver for Irrlicht

Posted: Wed Oct 17, 2012 11:49 am
by zerochen
hi,

damn i also fixed the gui stuff and other stuff
can you provide a patch for that? maybe against trunk?

edit:
or maybe this helps you
patch againt lastest trunk (rev 4329)
http://www.file-upload.net/download-670 ... patch.html

here is my fix list:
- fix drawing of 3d lines (and so also bboxes)
- fix alpha blending
- delete 2 mem leaks
- fix compiler warnings
- fix enum names
- clean up code

Re: Finally, a DirectX 10 video driver for Irrlicht

Posted: Wed Oct 17, 2012 4:48 pm
by Granyte
i had a problem merging both version now 2d is completly gone, skbox are not drawing and i messed up my backup so i can't fix it easyly

Re: Finally, a DirectX 10 video driver for Irrlicht

Posted: Wed Oct 17, 2012 8:51 pm
by zerochen
yeah i made the patch against irrlichts trunk because i changed to much... remove unnecessary function calls etc
you need a new checkout for my patch

Re: Finally, a DirectX 10 video driver for Irrlicht

Posted: Wed Oct 17, 2012 9:02 pm
by Granyte
your patch does not create the necesary files for it to work against the trunk could you zip a complete archive? i would reintegrate my fix on top of it

... we definitly need a svn to work on this

Re: Finally, a DirectX 10 video driver for Irrlicht

Posted: Thu Oct 18, 2012 7:40 am
by Granyte
found the issue with 2d drawing my merger software messed some part of the setrenderstate function

i'm uploading anew version that implement most of your new fixes and the changes i made to the material system

and to the 2d drawing pipeline

Re: Finally, a DirectX 10 video driver for Irrlicht

Posted: Thu Oct 18, 2012 9:09 am
by zerochen
upload to where?

Re: Finally, a DirectX 10 video driver for Irrlicht

Posted: Thu Oct 18, 2012 9:23 am
by Granyte
Upload to here
http://www.mediafire.com/download.php?3ymc01cu9pch7bq

i spent some times fixing the mess i created with my merger software
i should have both integrated right now i might still be missing a function or two take a look

i overhauled the way 2d draw material works and changed the set state functions if you are performing a merge on your side take a look at these function they are what allow for a good rendering of the gui

i changed the integrated shader folder to the same folder the exe is because it made no sence to fetch shaders two levels higher in custom project and since this driver require them.

if you are using a new compiler copy the hlsl and FX files located in "bin/visual studio 32" they contain implementation for some material that were not implemented yet
i also updated fixed material renderer to handle them acordingly


also correct me if i'm wrong but the driver currently upload data to the gpu every time it draw instead of storing it to the gpu? making draw calls slower then they should be (is this static vbo?)

and there is a dept sorting issu with transparent material since depth is disabeled i don't see any quick way of fixing it because the driver makes no diference between 2d draw and normal transparent draws

Re: Finally, a DirectX 10 video driver for Irrlicht

Posted: Sun Oct 21, 2012 7:16 pm
by Granyte
Quick Question to any of the devs what are the features absolutely necesary for integration with irrlicht?

cause right now the driver is functional with still a few features really broken.

Re: Finally, a DirectX 10 video driver for Irrlicht

Posted: Sun Oct 21, 2012 8:22 pm
by hybrid
Well, most examples should run without major problems. As we will integrate the ogl-es drivers in Irrlicht 1.9, it might be a good point to add the dx10/11 drivers right after that.

Re: Finally, a DirectX 10 video driver for Irrlicht

Posted: Sun Nov 04, 2012 7:53 pm
by zerochen
hi,

i finally found the wrong texture mapping error

first in C3D11Texture.h

- delete

Code: Select all

s32 MappedPitch;
second in C3D11Texture.cpp

- delete the member from the constructors
- change in function void* CD3D11Texture::lock(bool readOnly, u32 mipmapLevel, u32 arraySlice) next-to-last line from

Code: Select all

MappedPitch = mappedData.RowPitch;
to

Code: Select all

Pitch = mappedData.RowPitch;
and it will work

regards
zerochen