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Re: Irrlicht 2.0 - What's in store for the future!

Posted: Thu Feb 18, 2016 4:49 pm
by Granyte
DX11 is almost completely fixed the only thing remaining is the text scenenode is depth writing for no good reason.

But as i told befor the patch is already massive because the whole material system was poorly done and will probably only get worst when i fix the textscenenode

Re: Irrlicht 2.0 - What's in store for the future!

Posted: Fri Feb 19, 2016 2:50 am
by lumirion
In potential vulkan support and/or dx11 what about using a render target that uses per-pixel linked lists of fragments to provide order independent transparency by default. Any GPUs with over 100mb ram should handle it just fine.

Re: Irrlicht 2.0 - What's in store for the future!

Posted: Fri Feb 19, 2016 9:35 am
by hendu
Radeon R200 series, introduced in 2001, had 128mb VRAM cards.

Re: Irrlicht 2.0 - What's in store for the future!

Posted: Fri Feb 19, 2016 9:37 am
by devsh
In potential vulkan support and/or dx11 what about using a render target that uses per-pixel linked lists of fragments to provide order independent transparency by default. Any GPUs with over 100mb ram should handle it just fine.
Thats too high-level, I think its something the developer should decide or at least have very fine grained access to

Remember, memory is not primary concern, performance is.

Re: Irrlicht 2.0 - What's in store for the future!

Posted: Sat Jul 30, 2016 4:32 pm
by lumirion
what about replacing type enumerations with some sort of type registration? That way deriving new extensions from the defaults would not require modifications to the Irrlicht source and the engine could dynamically accept new types. The cost would be slight over head of storing the type along with an int identifier.

Code: Select all

 
RegisterableTypeEnum
{
     string type;
     int ID;
     operator int*() {return ID;}
}
 

Re: Irrlicht 2.0 - What's in store for the future!

Posted: Thu May 18, 2017 3:42 am
by kornwaretm
how about scalable timer. lets say device->setGlobalAnimatorTimeScale(0.5); and all animation speed scaled down to half speed. device->setGlobalAnimatorTimeScale(0.0); and all animation paused, particle emiter stop emitting etc.

Re: Irrlicht 2.0 - What's in store for the future!

Posted: Thu May 18, 2017 10:06 am
by CuteAlien
@kornwaretm: ITimer::setSpeed should do that.

Re: Irrlicht 2.0 - What's in store for the future!

Posted: Fri May 19, 2017 7:25 am
by kornwaretm
ow it is already exist this whole time :oops: