evandromillian wrote:It's very difficult to integrate DX 10 into any engine, because there's no more fixed function pipeline (forcing to create shader generators or many specific material code into shaders, see CD3D10FXMaterialRenderer shader code) or a simple way to set transform matrices and variables to APIs.
On the other hand, I like so much the idea to move validation to creation time, because this free much processing needed by driver each time you set a texture, a state value, buffer etc.
I like Irrlicht so much, because the higher level of control you have in game (much more than Ogre3D, for example). Of course, you need to code more, but this is the price. That is why I started this project.
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