Proper instancing support

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Re: Proper instancing support

Postby Nadro » Sat May 25, 2013 10:33 pm

We hope to release v1.9 in this summer. In this release we concentrate mainly on mobile stuff. After v1.9 we'll switch to shader-pipeline thats why in my opinion it's better to working with features like instancing in this branch.
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Re: Proper instancing support

Postby hendu » Sun May 26, 2013 10:55 am

Ok. Until then, interested people know where to get this ;)
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Re: Proper instancing support

Postby hybrid » Mon May 27, 2013 3:41 pm

Well, maybe instancing could go into 1.10 then :-)
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Re: Proper instancing support

Postby Nadro » Mon May 27, 2013 4:38 pm

It depends on which number will we use for next Irrlicht version :)
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Re: Proper instancing support

Postby Granyte » Fri Dec 27, 2013 11:25 am

I have an hardware instancing patch for dx that I think leaves no features behind it's built on the FVF branch because this was the only way to allow the user to send any data he wishes to the shader through vertex buffers the patch is not ready for user release (broke some mesh loaders) if some one would like to get it working on GL that could allow me to expose any needed feature for OGL
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Re: Proper instancing support

Postby christianclavet » Thu Oct 09, 2014 5:53 pm

Hi, Sorry for posting that late after you got the patches out. Been trying to apply it to my Irrlicht distribution (got 4 patches that applied ok).

But I'm unable to call this from the scene manager:
cpp Code: Select all
smgr->addInstancedMeshSceneNode(m);


I think I'm missing some patches.
Here are the list of current affected files by your 4 patches:
    include/EDriverFeatures.h
    source/Irrlicht/COpenGLExtensionHandler.cpp
    source/Irrlicht/COpenGLExtensionHandler.h
    include/EVertexTypes.h
    include/irrlicht.h
    source/Irrlicht/COpenGLDriver.cpp
    source/Irrlicht/COpenGLDriver.h


Your previous screenshot show that more files are modified...
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Re: Proper instancing support

Postby hendu » Fri Oct 10, 2014 8:46 am

As written in the first post at the patch tracker, the rest can be found in the linked github branch. SVN + incremental patches is a no-go.
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Re: Proper instancing support

Postby christianclavet » Fri Oct 10, 2014 9:03 pm

I'm sorry Hendu. Checked your github branch and seen only an old Irrlicht 1.7.3 version there without your patched files (I see no traces of the instancing in the source, and in the scenemanager header)

I understand that you don't want to put more time on this. So I'll wait that they implement it directly in Irrlicht since there is no way I'll get it here. I was really interested by your version because it used a special scene node.
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Re: Proper instancing support

Postby hendu » Sat Oct 11, 2014 8:10 am

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Re: Proper instancing support

Postby christianclavet » Sat Oct 11, 2014 10:55 am

Ha! cool! I will try to make a diff and see the differences! Thank for the link!
EDIT: Done my best, for doing diffs with all the changes in the trunk version from 1.7.3 was overly complicated. My current project is on the trunk version. But this should not too bad to put this on 1.7.3
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Re: Proper instancing support

Postby Sinsemilla » Tue Apr 11, 2017 10:47 am

Hello together,

Sorry to necro an old thread but unfortunately i got a problem with the Hardware instancing or i am doing something quite wrong. It seem to be impossible to do some RTTing on the instanced node. As soon as i apply the render target texture to the material of my node i am getting a segfault in smgr->drawAll(). If i debug it, the crash happens directly at the gl Call in the OpenGl driver class.

My idea was to do instancing of the realistic water node, so i built the instancing and the realistic water node into Irr 1.8.4 and tried to combine these together.
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