MSAA on Render Targets - BAW Irrlicht (GIT repo, v 0.2.5)

Discuss about anything related to the Irrlicht Engine, or read announcements about any significant features or usage changes.

Re: To The Rescue of Your FPS - BAW Irrlicht (GIT repo, v 0.

Postby devsh » Sat Dec 02, 2017 11:37 am

The next release will be the 0.3 release as the API changes are significant.
We chose to stream mesh data from Multiple OpenGL Contexts in many threads and do the other things, not because they are easy, but because they are hard! - JFK
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Re: To The Rescue of Your FPS - BAW Irrlicht (GIT repo, v 0.

Postby devsh » Wed Dec 13, 2017 1:23 am

Done a new Commit:
"
Separated out ITexture from IImage completely now
The CImageData class now only provides data for ITexture and IImage and does not require any support for manipulation on the image data.
With this change the groundwork has been laid for 1D textures, Cubemaps, 2D Multisample Textures and their array equivalents.
This will enable a permament fix of the DDS loader to allow compressed loads and mipmap chain loading as we do in BaW but without a direct CImageLoaderDDS and OpenGL function usage as work-around.

COpenGLState class has been finished, and numerous bugs were fixed.
The class' API is not finalized yet, members need to be packed into bitfields to reduce storage space and enable much faster checking if there exists any difference between states.

ITexture and COpenGLTexture interfaces have been cleaned up to clearly separate textures which can use hardware filtering and ones which cannot and should not bother changing sampler state such as Multisample Textures and Texture Buffer Objects.
ITextureBufferObject interface added for TBOs which are dimensionless.

IVirtualTexture added as a base for ITexture, ITextureBufferObject and future sparse textures and other complex abstractions such as SVOs.
"

Work left for version 0.3:
1) Refactoring the OpenGL full state tracker
2) Changing the Material system (more flexible blending and better state-change sorting)
3) Decoupling baseMaterial from shader
4) Adding Cubemap textures
5) Adding Multisample textures

Work left for version 0.3:
1) Introducing OpenGL 4.0 shader subroutine support
2) Compute Shaders
3) Order Independent Transparency Examples

Plans for versions 0.4.x:
1) Moving to UBOs and getting rid of setUniform
2) Atomic and ShaderStorage Buffers (ARB_image_load_store support as well)
3) Bounding Box culling to avoid animating/boning meshes which are guaranteed to be off-screen
4) UBO instead of TBO based vertex shader skinning
5) GPU Boning and Instanced Skinned Meshes
6) SDL2 Device
7) Better CPU to GPU Mesh conversion modes (making sure vertex attributes are interleaved
8) Quantization optimization post-load for CPU mesh vertex attributes
9) InstancedSkinnedMeshSceneNode with LoDs (together with a re-skin function for cpu meshes to reduce the number of bone weights per vertex)
10) Fast allocators for fast temporary scratch memory

Plans for later version:
1) booting out core::string and io::path
2) Quaternion only rotations
3) Improved Skinned Mesh Normal calculation
4) Replacing core::array with std::vector
5) 32bit aligned new, malloc and std::Allocators
6) Getting rid of fast_atof.h
7) Moving to C++11
8) Updating all 3rd party dependencies
9) Adding LZMA, OpenSSL and LZ4 as dependencies
10) ASSIMP 3 or 4 to handle all import/export
11) Native IrrlichtBAW binary format loader and saver (after lz4 and lzma)
We chose to stream mesh data from Multiple OpenGL Contexts in many threads and do the other things, not because they are easy, but because they are hard! - JFK
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devsh
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Posts: 1769
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Location: UK

Re: MSAA on Render Targets - BAW Irrlicht (GIT repo, v 0.2.5

Postby devsh » Sat Dec 16, 2017 6:16 am

And cubemaps are working now... going to rewrite skybox to use them
We chose to stream mesh data from Multiple OpenGL Contexts in many threads and do the other things, not because they are easy, but because they are hard! - JFK
User avatar
devsh
Competition winner
 
Posts: 1769
Joined: Tue Dec 09, 2008 6:00 pm
Location: UK

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