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Will Direct3D and DirectX 11 be in a future Irrlicht?

Posted: Thu Dec 16, 2010 3:09 am
by CloudVII
Will they? If not will it be possible for me to incorporate them myself into a release of the irrlicht engine?

Posted: Thu Dec 16, 2010 3:23 am
by Radikalizm
There already is a D3D10/D3D11 implementation for irrlicht in the project announcements forum, but I have no idea of how complete it is

You could of course always implement it yourself, but seeing as the irrlicht interfaces are built around a fixed function pipeline it will be hard to implement a programmable pipeline (since D3D10 and D3D11 do not support a fixed function pipeline)

Posted: Thu Dec 16, 2010 5:28 am
by slavik262
Radikalizm wrote:You could of course always implement it yourself, but seeing as the irrlicht interfaces are built around a fixed function pipeline it will be hard to implement a programmable pipeline (since D3D10 and D3D11 do not support a fixed function pipeline)
This is the main problem. Irrlicht is mainly designed as a fixed function engine, and would require a lot of retooling to move into D3D10 and D3D11.

That being said, you can use D3D9 and Shader Model 4 to do just about anything you could do in D3D10/11, except for geometry shaders. It compiles fine with the newest DX SDK.