Finally, a DirectX 10 video driver for Irrlicht

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Postby evandromillian » Thu Jul 15, 2010 4:32 pm

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!!!
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Postby ACE247 » Thu Jul 15, 2010 5:48 pm

Oh, Ok. :)
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Postby evandromillian » Mon Jul 19, 2010 10:12 pm

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
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Postby roelor » Wed Jul 21, 2010 3:55 pm

Looking good :o
One question though, why does the terrain example look so pixelly?
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Postby BlindSide » Thu Jul 22, 2010 4:30 am

roelor wrote:Looking good :o
One question though, why does the terrain example look so pixelly?


Lack of mipmap support.
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Postby 3DModelerMan » Thu Jul 22, 2010 1:04 pm

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

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Postby evandromillian » Thu Jul 22, 2010 5:04 pm

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...
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Postby slavik262 » Thu Jul 22, 2010 7:26 pm

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.
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Postby Lonesome Ducky » Thu Jul 22, 2010 9:29 pm

Why should they drop support for it? It's not really doing any harm
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Postby slavik262 » Thu Jul 22, 2010 9:35 pm

Because it's impossible to move forward to DX10/11 without dropping 8. It's not in the SDKs anymore.
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Postby hybrid » Fri Jul 23, 2010 1:42 pm

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.
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Postby slavik262 » Fri Jul 23, 2010 2:04 pm

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.
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Postby Lonesome Ducky » Fri Jul 23, 2010 3:38 pm

I'm quite sure they can happily co-exist, I don't think DX8 being in irrlicht has any effect whatsoever on DX10.
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Postby slavik262 » Fri Jul 23, 2010 3:40 pm

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?
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Postby Lonesome Ducky » Fri Jul 23, 2010 4:11 pm

...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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