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

Postby evandromillian » Sun Jun 13, 2010 1:56 am

Yes, in fact there's only two big differences between DX 10 and 11:

- The draw methods are in device context instead of device
- The resource map method

I see some papers from DICE (Battlefield Bad Company 2) that they ported their engine from DX 10 to DX 11 in only three hours. You are right, these are little differences, don't justify stop all work.

So, go on!!!!!!!!

I will keep everybody informed.
Next generation for Irrlicht!!!!!
User avatar
evandromillian
 
Posts: 40
Joined: Wed Apr 01, 2009 11:45 am
Location: São Paulo - Brazil

Postby devsh » Sun Jun 13, 2010 8:56 am

you do understand that the "porting in three hours" is microsoft dx11 propaganda. They could do it in 3 hours if they had the whole studio up doing the job :)

Anyway, with openGL, it just ports itself. My irrlicht is working on oGL 3.2
Portfolio (WIP) and Development Blog:
http://indirectlightandmagic.tumblr.com/

Do you want to hire a GLSL graphics programmer cheaply???
Try me!
http://indirectlightandmagic.tumblr.com/contact
User avatar
devsh
Competition winner
 
Posts: 1303
Joined: Tue Dec 09, 2008 6:00 pm
Location: UK

Postby ArakisTheKitsune » Sun Jun 13, 2010 2:23 pm

Even if it's true what you say devsh, then he would need like 1 or 2 week most to port it to DX 11 which is still pretty fast.
Knowledge is power, understanding is wisdom.
User avatar
ArakisTheKitsune
 
Posts: 73
Joined: Sat Jun 27, 2009 6:52 am

Postby roelor » Tue Jun 15, 2010 11:45 am

DX10 is more widely supported, so I'd guess its best to start with that,
( : I like the old school text smileys best! : )
User avatar
roelor
 
Posts: 236
Joined: Wed Aug 13, 2008 8:06 am

Postby sio2 » Sat Jun 19, 2010 11:21 am

DX11 supports DX10 video cards and even exposes extra features - such as Compute Shader 4 on DX10 cards. I would skip DX10 and go straight to DX11.
sio2
Competition winner
 
Posts: 1002
Joined: Thu Sep 21, 2006 5:33 pm
Location: UK

Postby devsh » Sat Jun 19, 2010 5:54 pm

if irrlicht is getting funking compute shader, I better start working on OpenCL+openGL interop and a hybrid raytracing demo
Portfolio (WIP) and Development Blog:
http://indirectlightandmagic.tumblr.com/

Do you want to hire a GLSL graphics programmer cheaply???
Try me!
http://indirectlightandmagic.tumblr.com/contact
User avatar
devsh
Competition winner
 
Posts: 1303
Joined: Tue Dec 09, 2008 6:00 pm
Location: UK

Postby BlindSide » Sat Jun 19, 2010 8:30 pm

devsh wrote:if irrlicht is getting funking compute shader, I better start working on OpenCL+openGL interop and a hybrid raytracing demo


Gogo! :P
ShadowMapping for Irrlicht!: Get it here
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
BlindSide
Admin
 
Posts: 2797
Joined: Thu Dec 08, 2005 9:09 am
Location: NZ!

Postby slavik262 » Mon Jun 28, 2010 12:04 pm

Is this still alive? I'm hoping there haven't been any updates because you've been so busy coding. :P
User avatar
slavik262
 
Posts: 753
Joined: Sun Nov 22, 2009 9:25 pm
Location: Wisconsin, USA

Postby evandromillian » Wed Jun 30, 2010 4:35 pm

Sorry boys, I'm very busy in my job. But I am working on it.

I feel dificulties with Direct2D to 2D graphics, so I will concentrate on another features.
Next generation for Irrlicht!!!!!
User avatar
evandromillian
 
Posts: 40
Joined: Wed Apr 01, 2009 11:45 am
Location: São Paulo - Brazil

Postby slavik262 » Wed Jun 30, 2010 8:02 pm

evandromillian wrote:Sorry boys, I'm very busy in my job. But I am working on it.

I feel dificulties with Direct2D to 2D graphics, so I will concentrate on another features.


No pressure. We all have lives too. I just don't want to see this project disappear - it has a lot of potential.

I'd assume the community cares less about using Direct2D for the GUI than porting the 3d functionality to DX10. Based on that, I'd say to keep chugging on the 3d functionality and then work on 2d stuff later.
User avatar
slavik262
 
Posts: 753
Joined: Sun Nov 22, 2009 9:25 pm
Location: Wisconsin, USA

Postby Sudi » Wed Jun 30, 2010 8:40 pm

or just do it like irrlicht is doing it currently....using the 3d functions for 2d
We're programmers. Programmers are, in their hearts, architects, and the first thing they want to do when they get to a site is to bulldoze the place flat and build something grand. We're not excited by renovation:tinkering,improving,planting flower beds.
User avatar
Sudi
 
Posts: 1600
Joined: Fri Aug 26, 2005 8:38 pm

Postby evandromillian » Thu Jul 01, 2010 2:00 pm

Of course, but I really don't know the way to choose for 2D rendering:

- if use Direct2D, we have a context change (little lost of performance) and more objects pointing to texture data (ID2D1Bitmaps and ID2D1RenderTargets).

- if use only Direct3D 10, we have to mantain some separated buffer (that will be used in dynamic geometric anyway) and make some changes in solid shader (or create another only for 2D) to take care of alpha and color key.

In every way, the work will be great, this is clear.

But don't worry, the project is not dead, is just sleeping :D

Thanks for trust int this project!!!!
Next generation for Irrlicht!!!!!
User avatar
evandromillian
 
Posts: 40
Joined: Wed Apr 01, 2009 11:45 am
Location: São Paulo - Brazil

Postby evandromillian » Thu Jul 15, 2010 2:49 pm

Hi people.

Following the development. The dynamic buffers are implemented, so rendering of objects with dynamic geometry work.

Also, I make terrain rendering work, including with LOD, but, I still have a problem with skybox (cause it uses triangle fan, that is deprecated in DX 10), then it is not drawn see:

Image

But, I have a problem with Octree scene node:
Image
Image

Anyone have an idea of what's happens?
Next generation for Irrlicht!!!!!
User avatar
evandromillian
 
Posts: 40
Joined: Wed Apr 01, 2009 11:45 am
Location: São Paulo - Brazil

Postby ACE247 » Thu Jul 15, 2010 4:00 pm

On a side note, Why is your FPS soo bad?
The Terrain Render can do like 800FPS in D3D9 and GL 4. Why so slow in D3D10? :shock:
H8L6L5M4G3H5M7N8S7N9O1R8J1P5M7N9O4P2Q5R6T7U4M3N8X6S5T8W (If you want the secret, why not 'TRY' decrypting it? )
This Door's lock doesn't need a key, the Lock is the key to open the Lock and you don't know how to turn the key...
Link: My Blog :)
User avatar
ACE247
 
Posts: 695
Joined: Tue Mar 16, 2010 12:31 am
Location: Namibia

Postby Nadro » Thu Jul 15, 2010 4:21 pm

Irrlicht doesn't support OpenGL 4 :) Only 2.0.
NBK Game Studio - Official Site:
http://www.nbkgamestudio.pl/
Nadro
 
Posts: 999
Joined: Sun Feb 19, 2006 9:08 am
Location: Warsaw, Poland

PreviousNext

Return to Project Announcements

Who is online

Users browsing this forum: No registered users and 1 guest