Discuss about anything related to the Irrlicht Engine, or read announcements about any significant features or usage changes.
sio2
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Posts: 1003 Joined: Thu Sep 21, 2006 5:33 pm
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by sio2 » Thu Dec 31, 2009 1:37 am
I've implemented a DX11 driver for Spintz's Irrlicht-based 3Demon engine. This is an initial step toward a DX11 driver for vanilla Irrlicht.
For the above screenshot I ported over my pixel shader-based raytracer. I'll make a Compute Shader version once I've implemented the functionality.
Virion
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Posts: 2148 Joined: Mon Dec 18, 2006 5:04 am
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by Virion » Thu Dec 31, 2009 2:23 am
nice
christianclavet
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by christianclavet » Mon Jan 04, 2010 6:33 pm
Wow! That's great.
If you need someone to test directcompute, I've installed DX11 on my computer (My video card only support DX10 features at the moment (NVIDIA 9800GX2), but Direct Compute should work.
Revan1985
Posts: 89 Joined: Tue May 08, 2007 4:11 pm
Location: Italy
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by Revan1985 » Mon Jan 04, 2010 8:29 pm
if you need, i've a dx11 video card here ^^
CPU: AMD PHENOMII X6 1090T BE 3,2GHZ
RAM : OCZ 8GB 2*4GB DDR3 LOW VOLTAGE 1333
VGA: GeForce GTX680 2GB
HD : 500GB + 500GB + 2x1TB Raid Edition + 500GB External
Motherboard: ASUS CROSSHAIR FORMULA 4 890FX AM3
PSU: Corsair 750W
CPU Cooling: Katana 2
hybrid
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by hybrid » Mon Jan 04, 2010 11:19 pm
Is the dx11 way of doing things much different from dx10? How do you handle material attributes and options from the formerly fixed function pipeline?
3D Ace
Posts: 66 Joined: Sun Oct 04, 2009 8:47 am
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by 3D Ace » Tue Jan 05, 2010 6:16 am
Sorry but i need to criticise this. Raytracing is possible with Directx9, checkout Blindside's XEffects R1.3. But otherwise very good!
Virion
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Posts: 2148 Joined: Mon Dec 18, 2006 5:04 am
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by Virion » Tue Jan 05, 2010 7:58 am
3D Ace wrote: Sorry but i need to criticise this. Raytracing is possible with
Directx9 , checkout Blindside's XEffects R1.3. But otherwise very good!
sio2 did that 3 years ago.
devsh
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by devsh » Wed Jan 06, 2010 9:44 am
3D Ace please keep your mouth shut... you dont even understand the shader code.
the shader is not scene aware and you cannot change the amount of objects in the scene, it doesn't even support triangle meshes
I was once going to do a raytracer in openCL, but the render target interop doesn't seem to work with PBO
sio2 is superior so maybe he will do something
rootroot1
Posts: 44 Joined: Wed Nov 25, 2009 6:42 pm
Location: Odessa, Ukraine
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by rootroot1 » Wed Jan 06, 2010 2:21 pm
Hi, sio2 !!!!!!!!!!!!
Your work is great !!!!!!!!!!!!!!
But how I can download 3Demon engine ???
3D Ace
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by 3D Ace » Thu Jan 07, 2010 9:42 am
Ok sorry Devsh. Maybe i talked rubbish.
sio2
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by sio2 » Sat Jan 09, 2010 10:37 am
devsh wrote: the shader is not scene aware
They are Irrlicht scene nodes moved via Irrlicht animators and the light source is an Irrlicht light. Yes, it's currently a simplistic scene but it's derived from the Shader Model 2.0 demo and SM2 is extremely limited compared to SM5.
devsh wrote: and you cannot change the amount of objects in the scene
The shader is set up to take a variable amount of objects.