Finally, a DirectX 10 video driver for Irrlicht

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Postby slavik262 » Fri Jul 23, 2010 4:36 pm

Alright. I didn't know it could be done like that. I was under the impression that you can only have a single SDK installed at one time and that just copying the headers wouldn't work properly.
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Postby hybrid » Fri Jul 23, 2010 5:14 pm

AFAIK, dx8 support was completely removed from the dx10/dx11 SDKs. This would make an Irrlicht version with dx8 and dx10/dx11 impossible. Even more due to the large changes between those versions, which will probably also make library copying nearly impossible. Anyway, this seems to be a minor problem compared to creating the necessary drivers first :)
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Postby evandromillian » Wed Jul 28, 2010 5:50 pm

Hi people.

Now working particle system (with dynamic vertex/index buffers), and some transparent materials, see:

Image

My difficult now is to adjust renderer system to handle alpha, material types and lightning on/off. To much ifs on shader :D.
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Postby slavik262 » Mon Aug 23, 2010 8:23 pm

Yeah, the shader pipeline isn't usually very happy with lots of branching. Is there any way you could handle the logic on the CPU?
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Postby 3DModelerMan » Tue Sep 07, 2010 4:01 pm

Is this still under development? I think I have a good idea for the shader flags. false is equal to 0, so multiplying the diffuse light factor, by the lighting flag... would cause the lighting to be disabled when it's false, and be unchanged when it's true.
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Postby slavik262 » Tue Sep 07, 2010 5:46 pm

It would be more streamlined to just have separate shaders altogether, and would probably save on performance. Granted, DX10 users probably have decent hardware, but even with SM 3 and 4, branching should be a last resort. Why make the same decision over and over hundreds of times (per vertex, or worse, per pixel) unless you absolutely have to?
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Postby 3DModelerMan » Tue Sep 07, 2010 11:32 pm

Do shaders work with this yet? I want to test it out cause I'm getting a DX11 card soon.
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Postby evandromillian » Thu Sep 16, 2010 12:02 am

Hello people, I was distant from the project, but I'm back.

I tried this technique, but it would be very cumbersome and difficult to integrate into the engine. But yes, can be done. Ogre3D, in you RenderSystemDX11 do this, but is still incomplete.

Right now, I'm having trouble with normal and parllax shaders. I simply can't make it works. I tried to transpose the logic from Direct3D 9 renderers, but don't works. Some objects flick, other disappear.

I'll try to copy some logic from DX 10 books and adapt. I exhausted the possibilities doing simply porting.

If anyone can help, I'll be very happy!! :D
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Postby 3DModelerMan » Wed Oct 06, 2010 2:59 pm

Are you going to release this under ZLIB ever? I want to start using it in my project really soon.
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Postby evandromillian » Wed Oct 13, 2010 2:03 pm

Hi people. I have good news. I see that, using DirectX 11 and Effect framework, we can pass shader interfaces statically in techniques, removing the switchs from the code.

This can also solve problem with alpha handling, where when alpha is disabled we can use a interface that does nothing, and so on.

I think that with this features we can deprecated DirectX 10 interface. Will be more productive work with a more evolved API.

I will keep all informed.

About ZLib licence, I don't have any problem to change licence, but Goggle Code don't have. Can someone provide an user and password in Irrlicht Sourceforge repository?

Thanks once more for the support.
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Postby 3DModelerMan » Wed Oct 13, 2010 10:08 pm

Alright! I can't wait to try this out. I just got a DirectX11 graphics card so I can use all the latest techniques.
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Postby 3DModelerMan » Fri Nov 05, 2010 9:08 pm

Does anyone have 64 bit binaries of this? I can't get it to compile.
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Postby evandromillian » Wed Nov 10, 2010 8:45 pm

Are you said DX 11 binaries?
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Postby 3DModelerMan » Thu Nov 11, 2010 2:08 pm

64 bit DX11 binaries. I'm working on a 64 bit machine now.
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Postby evandromillian » Fri Nov 12, 2010 3:34 pm

These binaries are inside DX SDK instalation. In Lib directory, there are two folders, x86 e x64.
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