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

Re: Finally, a DirectX 10 video driver for Irrlicht

Postby hybrid » Wed Jan 11, 2012 1:01 pm

Well, it's also a question of how far abstracted your high-level API is. Of course you cannot provide a tesselation shader alternative, if none exists. But seeing that this is usually an optimization which will be enabled or disabled even for those platforms that would support them, there's no reason why it would be just bad to have some lacking support here or there. And if things are slower of less detailed due to old hardware that's to be expected by the users anyway.

@fmx: Yes, for me a basic implementation with, say, support of 3/4 of the features shown in the Irrlicht SDK examples would be enough to put it into the core engine. Before that I'd probably host it as another development branch just as the ogl-es drivers (which are to be included into the core in the near future, though, as they are rather feature complete).
hybrid
Admin
 
Posts: 14143
Joined: Wed Apr 19, 2006 9:20 pm
Location: Oldenburg(Oldb), Germany

Re: Finally, a DirectX 10 video driver for Irrlicht

Postby 3DModelerMan » Wed Jan 11, 2012 2:18 pm

A basic D3D11 driver would probably be the best way to go. But if we're going to integrate D3D10/11 then it should use the feature levels support from DX11 to do DX10. And also, DirectX 11.1 is out, so it would be best to use the D3D11.1 SDK to implement it.
That would be illogical captain...

My first full game:
http://www.kongregate.com/games/3DModelerMan/replicator#tipjar
User avatar
3DModelerMan
 
Posts: 1691
Joined: Sun May 18, 2008 9:42 pm

Re: Finally, a DirectX 10 video driver for Irrlicht

Postby Granyte » Thu Jan 12, 2012 6:14 am

dx11.1 is out O.o well indeed the driver should be implemented on the last version of the sdk and use diferent feature lvls
Granyte
 
Posts: 846
Joined: Tue Jan 25, 2011 11:07 pm

Re: Finally, a DirectX 10 video driver for Irrlicht

Postby ACE247 » Thu Jan 12, 2012 7:51 am

Well if DX11.1 is that far allready and DX12 is around the corner, lets just rewrite irrlicht from scratch when that comes out? ;)
ACE247
 
Posts: 704
Joined: Tue Mar 16, 2010 12:31 am

Re: Finally, a DirectX 10 video driver for Irrlicht

Postby bdpdonp » Tue Mar 06, 2012 4:24 am

As I am not the one doing the work, I am reluctant to say what needs to be done. Windows 8 media is DX 11.1, but in compatibility mode aka desktop even dx8 runs on it fine. It seems between 9 and 11.1 there is a gulf, that would define irrlicht. DX9 and earlier and 11.1 and later. DX10 will fade away as it should along with ME.
bdpdonp
 
Posts: 68
Joined: Sat Oct 10, 2009 6:35 am

Re: Finally, a DirectX 10 video driver for Irrlicht

Postby ACE247 » Tue Mar 06, 2012 6:30 am

What are you saying dude? It makes little sense!
ACE247
 
Posts: 704
Joined: Tue Mar 16, 2010 12:31 am

Re: Finally, a DirectX 10 video driver for Irrlicht

Postby sio2 » Thu Mar 15, 2012 11:18 pm

So has anyone other than myself actually downloaded evandromillian's code and used it for something? See the Screenshot Of The Month July 2011 for details - http://irrlicht.sourceforge.net/forum/viewtopic.php?p=253220#p253220.

Image
sio2
Competition winner
 
Posts: 1003
Joined: Thu Sep 21, 2006 5:33 pm
Location: UK

Re: Finally, a DirectX 10 video driver for Irrlicht

Postby Granyte » Fri Mar 16, 2012 3:26 am

i have it on my computer and most of my older project were using it butt then i moved to the SVN
Granyte
 
Posts: 846
Joined: Tue Jan 25, 2011 11:07 pm

Re: Finally, a DirectX 10 video driver for Irrlicht

Postby christianclavet » Sat Mar 17, 2012 5:12 pm

Can it be used right now? I was thinking it was still too early to be used "as-is"...
User avatar
christianclavet
 
Posts: 1638
Joined: Mon Apr 30, 2007 3:24 am
Location: Montreal, CANADA

Re: Finally, a DirectX 10 video driver for Irrlicht

Postby fmx » Sun Mar 18, 2012 10:06 am

christianclavet wrote:Can it be used right now? I was thinking it was still too early to be used "as-is"...

I thought this as well :?
I'm currently playing with Nadro's updated FVF irrlicht but I might look into it
User avatar
fmx
 
Posts: 559
Joined: Wed Dec 06, 2006 9:28 am
Location: UK

Re: Finally, a DirectX 10 video driver for Irrlicht

Postby Granyte » Sun Mar 18, 2012 6:16 pm

yes it can but some project will run into issue
Granyte
 
Posts: 846
Joined: Tue Jan 25, 2011 11:07 pm

Re: Finally, a DirectX 10 video driver for Irrlicht

Postby Granyte » Tue Jul 03, 2012 7:08 pm

Were geometry shader implemented in this driver?

Also anyone tryed using it with the SVN?
Granyte
 
Posts: 846
Joined: Tue Jan 25, 2011 11:07 pm

Re: Finally, a DirectX 10 video driver for Irrlicht

Postby Granyte » Wed Jul 04, 2012 5:29 am

I sucessfully ported the code from from irrlicht 1.71 to the 1.8 svn.

Idealy i would start working from it to build a functional DX11 driver for irrlicht now i need to understand a couple things.

1. The licensing of the current driver is zlib does that mean that a modified version could be integrated with irrlicht as long as proper credit is given?

2. Nadro built a FVF patch that is suposed to be complete and this driver has a FVF to so what is the status of the FVF patch? is it updated with the rest of the SVN ? and should i work toward integrating the FVF patch with this driver?
Granyte
 
Posts: 846
Joined: Tue Jan 25, 2011 11:07 pm

Re: Finally, a DirectX 10 video driver for Irrlicht

Postby hybrid » Wed Jul 04, 2012 8:14 am

Basically yes to all. Nadros SVN branch will closely follow trunk and has far better chances to be integrated into the core engine due to active support by a dev team member. So it's probably a good idea to adapt this driver to the shader pipeline branch (and maybe use that one as a base).
hybrid
Admin
 
Posts: 14143
Joined: Wed Apr 19, 2006 9:20 pm
Location: Oldenburg(Oldb), Germany

Re: Finally, a DirectX 10 video driver for Irrlicht

Postby Granyte » Thu Jul 05, 2012 12:57 am

Alright i got it to compile fine with the Shader pipeline branch now i need to understand nadro's FVF implementation completly to get the driver working


Also i'm not sure about how it works but currently looking at it it seem like the implementation lack some parameter that would be used for directx10 instancing.
Granyte
 
Posts: 846
Joined: Tue Jan 25, 2011 11:07 pm

PreviousNext

Return to Project Announcements

Who is online

Users browsing this forum: Yahoo [Bot] and 1 guest