Has Irrlicht trunk has hardware instancing?
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Has Irrlicht trunk has hardware instancing?
Hi, I would like to know if the svn trunk of Irrlicht has support for HW Instancing for the openGL driver. I would like to take meshes of trees and instance them in my scene, doing this by the CPU is too slow. (600-700FPS no trees, down to 30 fps with some trees)
I've seen some thread talking about patches that were proposed to have this, but it is there?
Second question (if it was implemented): Is there any simple example on how to use it?
Thanks.
I've seen some thread talking about patches that were proposed to have this, but it is there?
Second question (if it was implemented): Is there any simple example on how to use it?
Thanks.
Re: Has Irrlicht trunk has hardware instancing?
No, trunk does not have that. You can try my patch. It includes an example with a few hundred cubes.
edit: Linky: http://irrlicht.sourceforge.net/forum/v ... =2&t=48690
edit: Linky: http://irrlicht.sourceforge.net/forum/v ... =2&t=48690
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Re: Has Irrlicht trunk has hardware instancing?
Will this work with direct3d9 and shader pipeline? It would be great for grass and trees and scenery.
Re: Has Irrlicht trunk has hardware instancing?
Shader pipeline dx9 suppport instancing rightnow dx11 will do as soon as i upload it
OGL still need a devloper
OGL still need a devloper
Re: Has Irrlicht trunk has hardware instancing?
Neither, but check Granyte's answer. My patch only supports GL.The_Glitch wrote:Will this work with direct3d9 and shader pipeline? It would be great for grass and trees and scenery.
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Re: Has Irrlicht trunk has hardware instancing?
Granyte wrote:Shader pipeline dx9 suppport instancing rightnow dx11 will do as soon as i upload it
OGL still need a devloper
Okay so do I just need to update my shader pipeline version then as I know mine is not the most recent version.
Re: Has Irrlicht trunk has hardware instancing?
After some modifications Hendu's hardware instancing patch will be part of shader-pipeline branch. The same situation applies to the texture arrays patch prepared also by Hendu.
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
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Re: Has Irrlicht trunk has hardware instancing?
Thanks! I'll try the hendu patch then. Since I need this for OGL. @Nadro, do you think these patches will have the time to be integrated in trunk when 2.0 will release? (instancing, texture arrays)
Is the support for cubemaps is implemented in trunk or it is in the shader-pipeline branch?
Is the support for cubemaps is implemented in trunk or it is in the shader-pipeline branch?
Re: Has Irrlicht trunk has hardware instancing?
@christianclavet
Yes, v2.0 will have all features from a shader-pipeline branch (hardware instancing + texture arrays too). At now cubemaps was implemented in ogl-es branch, but it will be available in trunk before v1.9 release.
Yes, v2.0 will have all features from a shader-pipeline branch (hardware instancing + texture arrays too). At now cubemaps was implemented in ogl-es branch, but it will be available in trunk before v1.9 release.
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
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Re: Has Irrlicht trunk has hardware instancing?
Cool! Thanks. Will there be a simple example to use it?
Re: Has Irrlicht trunk has hardware instancing?
Of course, I'll add example when instancing will be ready in OGL, D3D9 and D3D11 drivers.
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes