Finally, a DirectX 10 video driver for Irrlicht

Announce new projects or updates of Irrlicht Engine related tools, games, and applications.
Also check the Wiki
kklouzal
Posts: 343
Joined: Sun Mar 28, 2010 8:14 pm
Location: USA - Arizona

Re: Finally, a DirectX 10 video driver for Irrlicht

Post by kklouzal »

Makes me wonder how many other things have been lost in the forums..
Dream Big Or Go Home.
Help Me Help You.
Granyte
Posts: 850
Joined: Tue Jan 25, 2011 11:07 pm
Contact:

Re: Finally, a DirectX 10 video driver for Irrlicht

Post by Granyte »

I just inspected the patch that made it into the engine it's not going to cut it dx11 require the buffer data rate to be a part of the vertex description so with this patch we cannot have instancing on dx11
Nadro
Posts: 1648
Joined: Sun Feb 19, 2006 9:08 am
Location: Warsaw, Poland

Re: Finally, a DirectX 10 video driver for Irrlicht

Post by Nadro »

Thanks for info, I'll move data rate to vertex descriptor.
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
Granyte
Posts: 850
Joined: Tue Jan 25, 2011 11:07 pm
Contact:

Re: Finally, a DirectX 10 video driver for Irrlicht

Post by Granyte »

also there was a mistake introduced in the patch

this is the code that made it into the engine

Code: Select all

 
            if (hwVertexBuffer)
        {
            pID3DDevice->SetStreamSource(i, hwVertexBuffer, 0, vertexSize);
            streamCount = vertexBufferCount;
 
            if (PerInstanceBufferPresent && dataRate == EVBDR_PER_VERTEX)
                pID3DDevice->SetStreamSourceFreq(i, D3DSTREAMSOURCE_INDEXEDDATA | vertexCount);
            else if (PerInstanceBufferPresent && dataRate == EVBDR_PER_INSTANCE)
                pID3DDevice->SetStreamSourceFreq(i, D3DSTREAMSOURCE_INSTANCEDATA | 1ul);
        }
 
 
 

in the orginal a second variable of type int or s32 was introduced and fetched by the previously found per instance buffer id

because its used to set the number of time the indexed buffer need to be drawn, not the number of vertices it contain so the code that made it into then engine does not work properly

Code: Select all

if (hwVertexBuffer)
        {
            pID3DDevice->SetStreamSource(i, hwVertexBuffer, 0, vertexSize);
            streamCount = vertexBufferCount;
            if (PerInstanceBufferPresent && (descriptor->getVertexBufferDataStepRate(i)==EVBDR_PER_VERTEX))
            {
                int  count = mb->getVertexBuffer(PerInstanceBufferId)->getVertexCount();
                pID3DDevice->SetStreamSourceFreq(i, D3DSTREAMSOURCE_INDEXEDDATA | count);
            }
            else if (PerInstanceBufferPresent && (descriptor->getVertexBufferDataStepRate(i) == EVBDR_PER_INSTANCE))
            {
                pID3DDevice->SetStreamSourceFreq(i, D3DSTREAMSOURCE_INSTANCEDATA | 1ul);
            }
        }
        
        
Nadro
Posts: 1648
Joined: Sun Feb 19, 2006 9:08 am
Location: Warsaw, Poland

Re: Finally, a DirectX 10 video driver for Irrlicht

Post by Nadro »

Thanks for a report. I fixed instancing stuff in the latest revision available on SVN.
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
Granyte
Posts: 850
Joined: Tue Jan 25, 2011 11:07 pm
Contact:

Re: Finally, a DirectX 10 video driver for Irrlicht

Post by Granyte »

The last patch broke the terrain sample it's failing the culling test
Nadro
Posts: 1648
Joined: Sun Feb 19, 2006 9:08 am
Location: Warsaw, Poland

Re: Finally, a DirectX 10 video driver for Irrlicht

Post by Nadro »

I'll check that tomorrow. Thanks again for a bug report.
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
Nadro
Posts: 1648
Joined: Sun Feb 19, 2006 9:08 am
Location: Warsaw, Poland

Re: Finally, a DirectX 10 video driver for Irrlicht

Post by Nadro »

It looks like a culling test for terrain scene node is broken even in v1.8.1, so it's not a bug related to shader pipeline branch.
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
Granyte
Posts: 850
Joined: Tue Jan 25, 2011 11:07 pm
Contact:

Re: Finally, a DirectX 10 video driver for Irrlicht

Post by Granyte »

Indeed but i was not having this issue untill i recompiled for this patch even wierder is that when running inside visual studio debuger it works fine
robmar
Posts: 1125
Joined: Sun Aug 14, 2011 11:30 pm

Re: Finally, a DirectX 10 video driver for Irrlicht

Post by robmar »

I had a similar thing, debugger worked, release not. It can be caused because in debug variables that maybe have not been set get cleared to default values.
zerochen
Posts: 273
Joined: Wed Jan 07, 2009 1:17 am
Location: Germany

Re: Finally, a DirectX 10 video driver for Irrlicht

Post by zerochen »

hi granyte,

can you push out a patch with your last stage of development so we can help you to fix culling und the debug/release problem?


regards
zerochen
robmar
Posts: 1125
Joined: Sun Aug 14, 2011 11:30 pm

Re: Finally, a DirectX 10 video driver for Irrlicht

Post by robmar »

If a single download is available I could also take a look at that problem
Granyte
Posts: 850
Joined: Tue Jan 25, 2011 11:07 pm
Contact:

Re: Finally, a DirectX 10 video driver for Irrlicht

Post by Granyte »

the last fvf is my current devlopement

the only things missing are related to dx11 and array/cube Texture


alright I found what was causing the issue with my project : it turns out disabeling the scenemanager debug feature is a bad idea
robmar
Posts: 1125
Joined: Sun Aug 14, 2011 11:30 pm

Re: Finally, a DirectX 10 video driver for Irrlicht

Post by robmar »

Come on, is this closed source now?
Post Reply