Finally, a DirectX 10 video driver for Irrlicht

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evandromillian
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Post by evandromillian »

Hey, don't worry with FPS. I'm testing in my laptop, that only has an integrated video card. DX 10 is running in WARP mode. In my desktop, it runs almost 1000 FPS!!!
Next generation for Irrlicht!!!!!
ACE247
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Post by ACE247 »

Oh, Ok. :)
evandromillian
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Post by evandromillian »

Hi people.

Progress report:

- Direct2D support eliminated, I discovered that creating textures with some formats prevent using it as render targets

- Material fixed on shaders, some problems occurred

- Now studing how will handle vertex format in shaders. Probably will need one effect for each format, due to Input Layouts.

See screenshots of render target and terrain examples:

Image

Image
Next generation for Irrlicht!!!!!
roelor
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Post by roelor »

Looking good :o
One question though, why does the terrain example look so pixelly?
BlindSide
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Post by BlindSide »

roelor wrote:Looking good :o
One question though, why does the terrain example look so pixelly?
Lack of mipmap support.
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3DModelerMan
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Post by 3DModelerMan »

Is the fairy's wing self shadowing? :D
That would be illogical captain...

My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
evandromillian
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Post by evandromillian »

Well, terrain texture has 11 mip levels. I think that this must be happening due to some wrong shader operation. I'm checking this.

And, about fairy wing, I don't know, but looks strange.

I will take a better picture...
Next generation for Irrlicht!!!!!
slavik262
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Post by slavik262 »

When this gets finished, will Irrlicht finally drop the antiquated DX8? DirectX11 and Shader Model 5 are here. Users developing for older systems that need DX8 can always use older versions of Irrlicht - they don't go stale. :P

I know Irrlicht is proud of supporting low-end systems, but we need to keep moving forward too if you want to give developers a solid platform to make shiny new games.
Lonesome Ducky
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Post by Lonesome Ducky »

Why should they drop support for it? It's not really doing any harm
slavik262
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Post by slavik262 »

Because it's impossible to move forward to DX10/11 without dropping 8. It's not in the SDKs anymore.
hybrid
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Post by hybrid »

In most situations, it's not more than a one-line edit of IrrCompileConfig, if at all. There's absolutely no reason to drop any working code from Irrlicht. It's just nonsense to think that deleting the dx8 driver will improve the development situation or anything else for Irrlicht. If you want an engine which will under no circumstances support dx8, then I'm afraid you have to change to another engine.
slavik262
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Post by slavik262 »

I'm sorry if I came off the wrong way. I'm not insistant on dropping DX8; it seems like I've come off the wrong way. I was just asking what will happen when Irrlicht adds a DX10 driver. Will two versions be offered (a DX8/9 version and a DX9/10 version)? I just don't know how DX8 and DX10 can exist in the same build together.
Lonesome Ducky
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Post by Lonesome Ducky »

I'm quite sure they can happily co-exist, I don't think DX8 being in irrlicht has any effect whatsoever on DX10.
slavik262
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Post by slavik262 »

As far as I'm aware, any DirectX SDK that has DX10 does not have DX8. How would you build a project with both of them if they require two different SDK versions?
Lonesome Ducky
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Post by Lonesome Ducky »

...Include the DX8 headers from the older sdk? Even right now to compile irrlicht with DX8 and the newest version of DX9 you have to have two separate sdk's, and it's worked fine for me/
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