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Posted: Sun Jun 13, 2010 1:56 am
by evandromillian
Yes, in fact there's only two big differences between DX 10 and 11:

- The draw methods are in device context instead of device
- The resource map method

I see some papers from DICE (Battlefield Bad Company 2) that they ported their engine from DX 10 to DX 11 in only three hours. You are right, these are little differences, don't justify stop all work.

So, go on!!!!!!!!

I will keep everybody informed.

Posted: Sun Jun 13, 2010 8:56 am
by devsh
you do understand that the "porting in three hours" is microsoft dx11 propaganda. They could do it in 3 hours if they had the whole studio up doing the job :)

Anyway, with openGL, it just ports itself. My irrlicht is working on oGL 3.2

Posted: Sun Jun 13, 2010 2:23 pm
by ArakisTheKitsune
Even if it's true what you say devsh, then he would need like 1 or 2 week most to port it to DX 11 which is still pretty fast.

Posted: Tue Jun 15, 2010 11:45 am
by roelor
DX10 is more widely supported, so I'd guess its best to start with that,

Posted: Sat Jun 19, 2010 11:21 am
by sio2
DX11 supports DX10 video cards and even exposes extra features - such as Compute Shader 4 on DX10 cards. I would skip DX10 and go straight to DX11.

Posted: Sat Jun 19, 2010 5:54 pm
by devsh
if irrlicht is getting funking compute shader, I better start working on OpenCL+openGL interop and a hybrid raytracing demo

Posted: Sat Jun 19, 2010 8:30 pm
by BlindSide
devsh wrote:if irrlicht is getting funking compute shader, I better start working on OpenCL+openGL interop and a hybrid raytracing demo
Gogo! :P

Posted: Mon Jun 28, 2010 12:04 pm
by slavik262
Is this still alive? I'm hoping there haven't been any updates because you've been so busy coding. :P

Posted: Wed Jun 30, 2010 4:35 pm
by evandromillian
Sorry boys, I'm very busy in my job. But I am working on it.

I feel dificulties with Direct2D to 2D graphics, so I will concentrate on another features.

Posted: Wed Jun 30, 2010 8:02 pm
by slavik262
evandromillian wrote:Sorry boys, I'm very busy in my job. But I am working on it.

I feel dificulties with Direct2D to 2D graphics, so I will concentrate on another features.
No pressure. We all have lives too. I just don't want to see this project disappear - it has a lot of potential.

I'd assume the community cares less about using Direct2D for the GUI than porting the 3d functionality to DX10. Based on that, I'd say to keep chugging on the 3d functionality and then work on 2d stuff later.

Posted: Wed Jun 30, 2010 8:40 pm
by sudi
or just do it like irrlicht is doing it currently....using the 3d functions for 2d

Posted: Thu Jul 01, 2010 2:00 pm
by evandromillian
Of course, but I really don't know the way to choose for 2D rendering:

- if use Direct2D, we have a context change (little lost of performance) and more objects pointing to texture data (ID2D1Bitmaps and ID2D1RenderTargets).

- if use only Direct3D 10, we have to mantain some separated buffer (that will be used in dynamic geometric anyway) and make some changes in solid shader (or create another only for 2D) to take care of alpha and color key.

In every way, the work will be great, this is clear.

But don't worry, the project is not dead, is just sleeping :D

Thanks for trust int this project!!!!

Posted: Thu Jul 15, 2010 2:49 pm
by evandromillian
Hi people.

Following the development. The dynamic buffers are implemented, so rendering of objects with dynamic geometry work.

Also, I make terrain rendering work, including with LOD, but, I still have a problem with skybox (cause it uses triangle fan, that is deprecated in DX 10), then it is not drawn see:

Image

But, I have a problem with Octree scene node:
Image
Image

Anyone have an idea of what's happens?

Posted: Thu Jul 15, 2010 4:00 pm
by ACE247
On a side note, Why is your FPS soo bad?
The Terrain Render can do like 800FPS in D3D9 and GL 4. Why so slow in D3D10? :shock:

Posted: Thu Jul 15, 2010 4:21 pm
by Nadro
Irrlicht doesn't support OpenGL 4 :) Only 2.0.