Flexible Vertex Format - special SVN branch is ready!!!

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Re: Flexible Vertex Format - special SVN branch is ready!!!

Postby booe » Thu Mar 29, 2012 8:11 pm

serengeor wrote:
Nadro wrote:Bug in a Demo example is fixed. Currently it looks like a FVF implementation is a bugs free.

Reminds me viewtopic.php?f=3&t=34610&start=390#p265751 :lol:


Oh yeaaah, bug-free software is as rare as sheep-free glades! Wooohoooo! Do you know where the sheeps are?

@REDDemon - you're right, big sheeps tend to roll more often.
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Re: Flexible Vertex Format - special SVN branch is ready!!!

Postby mongoose7 » Tue Apr 17, 2012 11:57 am

I have come across a problem with Irrlicht, not specifically your code. I would like Irrlicht to set up a blending mode. To do this, I need to set

cpp Code: Select all
Material.MaterialType = video::EMT_ONETEXTURE_BLEND;


But I am using a shader, so I need

cpp Code: Select all
Material.MaterialType = shader;


Of course, you cannot set the same item to two different values. Are there any plans to address this?
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Re: Flexible Vertex Format - special SVN branch is ready!!!

Postby Nadro » Tue Apr 17, 2012 12:26 pm

Please use a video::EMT_ONETEXTURE_BLEND as a base material for Your shader.
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Re: Flexible Vertex Format - special SVN branch is ready!!!

Postby mongoose7 » Tue Apr 17, 2012 1:03 pm

OK, I see it now. Sorry to have bothered you.

Except, how do you set the blend function?
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Re: Flexible Vertex Format - special SVN branch is ready!!!

Postby Nadro » Tue Apr 17, 2012 3:24 pm

You can set it in this way:
cpp Code: Select all
node->getMaterial(0).MaterialTypeParam=video::pack_textureBlendFunc(video::EBF_ONE, video::EBF_ONE_MINUS_SRC_ALPHA, video::EMFN_MODULATE_1X, video::EAS_VERTEX_COLOR);
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Re: Flexible Vertex Format - special SVN branch is ready!!!

Postby mongoose7 » Wed Apr 18, 2012 11:52 am

Ta. :D
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Re: Flexible Vertex Format - special SVN branch is ready!!!

Postby Bl00drav3n » Wed Apr 25, 2012 1:07 pm

Will this FVF feature (hopefully) make its way into Irrlicht 1.8 or 1.9?
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Re: Flexible Vertex Format - special SVN branch is ready!!!

Postby hybrid » Wed Apr 25, 2012 1:45 pm

It's planned for Irrlicht 2.0
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Re: Flexible Vertex Format - special SVN branch is ready!!!

Postby ACE247 » Sat Apr 28, 2012 12:49 pm

Just to ask quickly, can I get sort of a summary of what's been done on the special shader pipeline branch of irrlicht allready?
As in can the SVN of the shader branch maybe have a separate changes.txt file to show only the changes made in the svn branch, for readability reasons?
Would be nice to know what's going on in there. :)
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Re: Flexible Vertex Format - special SVN branch is ready!!!

Postby Nadro » Sat Apr 28, 2012 1:02 pm

Special changes.txt is a good idea I think. Currently only FVF support is done.
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Re: Flexible Vertex Format - special SVN branch is ready!!!

Postby ACE247 » Sat Apr 28, 2012 4:04 pm

Ok cool. I thought parts of the OpenGL 3.x driver you once proposed was also partly in there already.
I have no doubt its also going to go in there soon. :)
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Re: Flexible Vertex Format - special SVN branch is ready!!!

Postby Nadro » Sat Apr 28, 2012 6:33 pm

I tried add partially support for OGL3 in april, but I'm finishing my game (small 2D game based on Irrlicht, which will be available soon) and currently I don't have too much time, but I think that in may we'll have basic support for this driver in Irrlicht :)
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Re: Flexible Vertex Format - special SVN branch is ready!!!

Postby devsh » Sun Mar 03, 2013 9:59 pm

my two cents on the whole irrlicht OGL thing - assume version 2.1 lowest compatibility, and 3.0 hopefully

this is because Intel have appalling drivers, which often on dx10 feature set cards report OGL 2.1 or OGL 3.0 but without many of the features and extensions


my two cents on flexible vertex formats:

irrlicht needs to do either of the two:

1) you need an array of (stringc name, binding) to pass to the GPU services when it compiles/adds your shader so you can tell openGL to bind the vertex attributes in the shader to slots from flexible vertex formats
2) you need to make irrlicht parse the vertex shader when Driver->version<300 (or GLSL version lower than 1.50) and find "layout(location = X) in genType variable;" and swap that for "attribute genType variable" and tell openGL to bind the vertex attributes in the shader to slots from flexible vertex formats

In my opinion APPROACH 2 is really nice



Then obviously it would be nice to have an interface for removing shaders/material renderers as irrlicht does not have one yet :D


Then its just a matter of sorting out the IMeshBuffer container to support the definitions of the layouts of the vertex data

USEFUL stuff to note:

1) Tell people how to make the compiler not force alignment of Vertices by padding
2) Support the full range of data types (byte,short,float,int and their unsigned counterparts)
3) Enable one to specify in the mesh buffer how these map to slots, how many components in the slot... etc.
4) Enable one to specify in the mesh buffer if the variables should be normalized (ints be converted to floats but then scaled to the [-1,1] range)
5) Enable one to specify if vertex attributes are interleaved or in separate arrays
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