DirectX 11 render system - work-in-progress

Discussion area about developing or extending OGRE, adding plugins for it or building applications on it. No newbie questions please, use the Help forum for that.
Post Reply
User avatar
Noman
OGRE Retired Team Member
OGRE Retired Team Member
Posts: 714
Joined: Mon Jan 31, 2005 7:21 pm
Location: Israel
x 2
Contact:

Post by Noman »

I get the same exact compile error. Thought it had something to do with the fact that I'm on 64 bit vista.
User avatar
Assaf Raman
OGRE Team Member
OGRE Team Member
Posts: 3092
Joined: Tue Apr 11, 2006 3:58 pm
Location: TLV, Israel
x 76

Post by Assaf Raman »

Sorry, I fixed it now.
My 1-6 is broken and I committed blind.
Get it now and tell me if everything works.
I am compiling and will make sure everything works in a few hours on my own.
Watch out for my OGRE related tweets here.
User avatar
Assaf Raman
OGRE Team Member
OGRE Team Member
Posts: 3092
Joined: Tue Apr 11, 2006 3:58 pm
Location: TLV, Israel
x 76

Post by Assaf Raman »

Compiled for me on:
Microsoft DirectX SDK (August 2008)
and
Microsoft DirectX SDK (November 2008)
Watch out for my OGRE related tweets here.
Van
Hobgoblin
Posts: 512
Joined: Fri Nov 19, 2004 3:56 am
Contact:

Post by Van »

OK, that compiled. Now, I still have the original error that I post back when when your laptop went on the blitz.
:wink:
Stop Global Whining.
User avatar
Assaf Raman
OGRE Team Member
OGRE Team Member
Posts: 3092
Joined: Tue Apr 11, 2006 3:58 pm
Location: TLV, Israel
x 76

Post by Assaf Raman »

I got it back - so I will try to have a look this weekend.
Watch out for my OGRE related tweets here.
User avatar
Noman
OGRE Retired Team Member
OGRE Retired Team Member
Posts: 714
Joined: Mon Jan 31, 2005 7:21 pm
Location: Israel
x 2
Contact:

Post by Noman »

Project compiles and runs, but visuals are bad.
This is what it looks like :

Image

Kind of reminds me of the pitch issue I remember from a few months back...

I'm running Vista x64 SP1, Dell M1530 with Geforce 8600M. DX9/GL work fine. Driver version 176.
User avatar
Assaf Raman
OGRE Team Member
OGRE Team Member
Posts: 3092
Joined: Tue Apr 11, 2006 3:58 pm
Location: TLV, Israel
x 76

Post by Assaf Raman »

pitch for sure.
Try to change it and sort this out.
I will have a look this weekend.
Watch out for my OGRE related tweets here.
User avatar
Assaf Raman
OGRE Team Member
OGRE Team Member
Posts: 3092
Joined: Tue Apr 11, 2006 3:58 pm
Location: TLV, Israel
x 76

Post by Assaf Raman »

The fix for the pitch problem was only in the trunk, I merged it in to 1.6 and now it is fixed also for 1.6.
Watch out for my OGRE related tweets here.
User avatar
Assaf Raman
OGRE Team Member
OGRE Team Member
Posts: 3092
Joined: Tue Apr 11, 2006 3:58 pm
Location: TLV, Israel
x 76

Post by Assaf Raman »

@Van: I wasn't able to to reproduce your problem. Can you post a full sample with source that compiles and resources?
Make sure it does work in d3d9 and doesn't work with d3d10 before you post.
Watch out for my OGRE related tweets here.
User avatar
Noman
OGRE Retired Team Member
OGRE Retired Team Member
Posts: 714
Joined: Mon Jan 31, 2005 7:21 pm
Location: Israel
x 2
Contact:

Post by Noman »

Yep. It was the pitch. Problem solved.
User avatar
Arkos
Gremlin
Posts: 157
Joined: Wed Apr 26, 2006 12:30 am
Location: Michigan, United States

Post by Arkos »

Terribly sorry to go off on a tangent, but I have a directx 10 question and this looked like the place to post.

I just bought a new laptop and was excited to test out the ogre demos, which didn't work on my old-ass computer from college. I got an error message saying that it could not find some directx 9 lirbrary.

Am I correct in assuming that Ogre's support of DX10 is a work in progress and hence the purpose of this thread?

Also, how do I get the demo's to work on my laptop?

Would I have to install DX9?

And would that overrite DX 10 or would my laptop be able to have both 9 and 10 installed at the same time?
User avatar
Assaf Raman
OGRE Team Member
OGRE Team Member
Posts: 3092
Joined: Tue Apr 11, 2006 3:58 pm
Location: TLV, Israel
x 76

Post by Assaf Raman »

What GPU do you have?
Watch out for my OGRE related tweets here.
User avatar
Arkos
Gremlin
Posts: 157
Joined: Wed Apr 26, 2006 12:30 am
Location: Michigan, United States

Post by Arkos »

Graphics
GPU/VPU NVIDIA GeForce 9600M GS
User avatar
Assaf Raman
OGRE Team Member
OGRE Team Member
Posts: 3092
Joined: Tue Apr 11, 2006 3:58 pm
Location: TLV, Israel
x 76

Post by Assaf Raman »

Nice.
Yes, install the latest DX SDK and try to compile and run.
Watch out for my OGRE related tweets here.
scratchyrice
Gnome
Posts: 358
Joined: Thu Apr 27, 2006 9:14 pm
Location: United Kingdom - England
x 15

Post by scratchyrice »

How do i get hold of the rendersystem plugin to test with my project?

Intel i7 4790k, Gigabyte Nvidia GeForce 3080 10GB, 16GB DDR3

User avatar
Assaf Raman
OGRE Team Member
OGRE Team Member
Posts: 3092
Joined: Tue Apr 11, 2006 3:58 pm
Location: TLV, Israel
x 76

Post by Assaf Raman »

download from the SVN and compile.
Watch out for my OGRE related tweets here.
scratchyrice
Gnome
Posts: 358
Joined: Thu Apr 27, 2006 9:14 pm
Location: United Kingdom - England
x 15

Post by scratchyrice »

I have Ogre as SVN, Where abouts is it in the director? Or is it a seprarate svn, if so then whats the address?
Thanks

Intel i7 4790k, Gigabyte Nvidia GeForce 3080 10GB, 16GB DDR3

User avatar
Assaf Raman
OGRE Team Member
OGRE Team Member
Posts: 3092
Joined: Tue Apr 11, 2006 3:58 pm
Location: TLV, Israel
x 76

Post by Assaf Raman »

same SVN - in the render system dir - you have a project for d3d10
Watch out for my OGRE related tweets here.
chincillya
Halfling
Posts: 94
Joined: Sun Dec 19, 2004 7:12 pm
Location: Finland
x 3
Contact:

Re: DirectX 10 render system - work-in-progress

Post by chincillya »

Hi!

I have a small app that works fine with DX9 and GL using the latest 1.6 build from SVN. However, when I try to run it with the DX10 render system the app crashes. Here is my log file:

Code: Select all

23:37:10: Creating resource group General
23:37:10: Creating resource group Internal
23:37:10: Creating resource group Autodetect
23:37:10: SceneManagerFactory for type 'DefaultSceneManager' registered.
23:37:10: Registering ResourceManager for type Material
23:37:10: Registering ResourceManager for type Mesh
23:37:10: Registering ResourceManager for type Skeleton
23:37:10: MovableObjectFactory for type 'ParticleSystem' registered.
23:37:10: OverlayElementFactory for type Panel registered.
23:37:10: OverlayElementFactory for type BorderPanel registered.
23:37:10: OverlayElementFactory for type TextArea registered.
23:37:10: Registering ResourceManager for type Font
23:37:10: ArchiveFactory for archive type FileSystem registered.
23:37:10: ArchiveFactory for archive type Zip registered.
23:37:10: FreeImage version: 3.10.0
23:37:10: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
23:37:10: Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi,exr,j2k,j2c,jp2
23:37:10: DDS codec registering
23:37:10: Registering ResourceManager for type HighLevelGpuProgram
23:37:10: Registering ResourceManager for type Compositor
23:37:10: MovableObjectFactory for type 'Entity' registered.
23:37:10: MovableObjectFactory for type 'Light' registered.
23:37:10: MovableObjectFactory for type 'BillboardSet' registered.
23:37:10: MovableObjectFactory for type 'ManualObject' registered.
23:37:10: MovableObjectFactory for type 'BillboardChain' registered.
23:37:10: MovableObjectFactory for type 'RibbonTrail' registered.
23:37:10: *-*-* OGRE Initialising
23:37:10: *-*-* Version 1.6.0 (Shoggoth)
23:37:10: Loading library Plugin_OctreeSceneManager
23:37:10: Installing plugin: Octree & Terrain Scene Manager
23:37:10: Plugin successfully installed
23:37:10: Loading library RenderSystem_Direct3D10
23:37:10: Installing plugin: D3D10 RenderSystem
23:37:10: D3D10 : Direct3D10 Rendering Subsystem created.
23:37:12: D3D10: Driver Detection Starts
23:37:12: D3D10: Driver Detection Ends
23:37:12: Plugin successfully installed
23:37:12: D3D10 : RenderSystem Option: Video Mode = 800 x 600 @ 32-bit colour
23:37:12: D3D10 : RenderSystem Option: Anti aliasing = Level 4
23:37:12: D3D10 : RenderSystem Option: Floating-point mode = Fastest
23:37:12: D3D10 : RenderSystem Option: Full Screen = No
23:37:12: D3D10 : RenderSystem Option: VSync = No
23:37:12: CPU Identifier & Features
23:37:12: -------------------------
23:37:12:  *   CPU ID: GenuineIntel: Intel(R) Core(TM)2 CPU          6600  @ 2.40GHz
23:37:12:  *      SSE: yes
23:37:12:  *     SSE2: yes
23:37:12:  *     SSE3: yes
23:37:12:  *      MMX: yes
23:37:12:  *   MMXEXT: yes
23:37:12:  *    3DNOW: no
23:37:12:  * 3DNOWEXT: no
23:37:12:  *     CMOV: yes
23:37:12:  *      TSC: yes
23:37:12:  *      FPU: yes
23:37:12:  *      PRO: yes
23:37:12:  *       HT: no
23:37:12: -------------------------
23:37:12: D3D10 : Subsystem Initialising
23:37:13: D3D10RenderSystem::_createRenderWindow "Nefatavl 2.0", 800x600 windowed  miscParams: FSAA=1 FSAAQuality=0 colourDepth=16 gamma=false useNVPerfHUD=false vsync=false 
23:37:13: D3D10 : Created D3D10 Rendering Window 'Nefatavl 2.0' : 800x600, 16bpp
23:37:13: D3D10 : WARNING - disabling VSync in windowed mode can cause timing issues at lower frame rates, turn VSync on if you observe this problem.
23:37:13: Registering ResourceManager for type Texture
23:37:13: Registering ResourceManager for type GpuProgram
23:37:13: RenderSystem capabilities
23:37:13: -------------------------
23:37:13: RenderSystem Name: Direct3D10 Rendering Subsystem
23:37:14: GPU Vendor: nvidia
23:37:14: Device Name: NVIDIA GeForce 8800 GTS 512
23:37:14: Driver Version: 0.0.0.0
23:37:14:  * Fixed function pipeline: no
23:37:14:  * Hardware generation of mipmaps: yes
23:37:14:  * Texture blending: yes
23:37:14:  * Anisotropic texture filtering: yes
23:37:14:  * Dot product texture operation: yes
23:37:14:  * Cube mapping: yes
23:37:14:  * Hardware stencil buffer: yes
23:37:14:    - Stencil depth: 8
23:37:14:    - Two sided stencil support: yes
23:37:14:    - Wrap stencil values: yes
23:37:14:  * Hardware vertex / index buffers: yes
23:37:14:  * Vertex programs: yes
23:37:14:  * Fragment programs: yes
23:37:14:  * Geometry programs: no
23:37:14:  * Supported Shader Profiles: hlsl ps_4_0 vs_4_0
23:37:14:  * Texture Compression: yes
23:37:14:    - DXT: yes
23:37:14:    - VTC: no
23:37:14:  * Scissor Rectangle: yes
23:37:14:  * Hardware Occlusion Query: yes
23:37:14:  * User clip planes: yes
23:37:14:  * VET_UBYTE4 vertex element type: yes
23:37:14:  * Infinite far plane projection: yes
23:37:14:  * Hardware render-to-texture: yes
23:37:14:  * Floating point textures: yes
23:37:14:  * Non-power-of-two textures: yes
23:37:14:  * Volume textures: yes
23:37:14:  * Multiple Render Targets: 8
23:37:14:    - With different bit depths: yes
23:37:14:  * Point Sprites: yes
23:37:14:  * Extended point parameters: yes
23:37:14:  * Max Point Size: 256
23:37:14:  * Vertex texture fetch: yes
23:37:14:    - Max vertex textures: 4
23:37:14:    - Vertex textures shared: no
23:37:14:  * Render to Vertex Buffer : no
23:37:14: ***************************************
23:37:14: *** D3D10 : Subsystem Initialised OK ***
23:37:14: ***************************************
23:37:14: ResourceBackgroundQueue - threading disabled
23:37:14: Particle Renderer Type 'billboard' registered
23:37:14: SceneManagerFactory for type 'OctreeSceneManager' registered.
23:37:14: SceneManagerFactory for type 'TerrainSceneManager' registered.
23:37:14: Added resource location 'nefatavl.pak' of type 'Zip' to resource group 'General' with recursive option
23:37:14: Texture: NefatavlSkin.tga: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 0 generated mipmaps from Image. Internal format is PF_A8B8G8R8,512x512x1.
23:37:14: Parsing scripts for resource group Autodetect
23:37:14: Finished parsing scripts for resource group Autodetect
23:37:14: Parsing scripts for resource group General
23:37:14: Parsing script default.material
23:37:16: Finished parsing scripts for resource group General
23:37:16: Parsing scripts for resource group Internal
23:37:16: Finished parsing scripts for resource group Internal
23:37:16: Initializing OIS...
23:37:16: OIS Initialization complete!
23:37:16: Mesh: Loading menu_board.mesh.
23:37:17: OGRE EXCEPTION(3:RenderingAPIException): Error creating texture
Error Description:infoQ exceptions are turned off in D3D10Texture::_create2DTex at ..\src\OgreD3D10Texture.cpp (line 375)
23:37:17: Shutting down...
23:37:17: OGRE EXCEPTION(5:ItemIdentityException): SceneNode 'meshNode' not found. in SceneManager::getSceneNode at ..\src\OgreSceneManager.cpp (line 829)
Apparently the error is that a texture cannot be loaded. I use no shaders in my app. Can this be the reason for the crash? Do you currently need to use shaders when using the DX10 render system? Of course, there is the line that says "Fixed function pipeline: no" in the render system caps in the log...

Thanks!

//chincillya
"Black holes are the result of God dividing by zero."

http://www.sebastian-ahlman.fi/
Penguin
Halfling
Posts: 83
Joined: Fri Feb 15, 2008 6:39 pm

Re: DirectX 10 render system - work-in-progress

Post by Penguin »

The last exception looks like you tried to use a sceneNode that doesn't exist.
chincillya
Halfling
Posts: 94
Joined: Sun Dec 19, 2004 7:12 pm
Location: Finland
x 3
Contact:

Re: DirectX 10 render system - work-in-progress

Post by chincillya »

Penguin wrote:The last exception looks like you tried to use a sceneNode that doesn't exist.
Yeah, I know, but the exact same code works with the other render systems. It seems that the node somehow does not get created because of the texture problem.

EDIT: And FYI, the code that seems to cause the problems is as follows:

Code: Select all

Ogre::Entity* mesh = m_SceneManager->createEntity("menu_board", "menu_board.mesh");
mesh->setCastShadows(false);

Ogre::SceneNode* meshNode = m_SceneManager->getRootSceneNode()->createChildSceneNode("meshNode");
m_SceneManager->setAmbientLight(Ogre::ColourValue::White);

meshNode->attachObject(mesh);
"Black holes are the result of God dividing by zero."

http://www.sebastian-ahlman.fi/
chincillya
Halfling
Posts: 94
Joined: Sun Dec 19, 2004 7:12 pm
Location: Finland
x 3
Contact:

Re: DirectX 10 render system - work-in-progress

Post by chincillya »

I usually don't bump my questions, but this seems like an easy question to answer: Can I use the DX10 render system in my app which currently renders everything using the fixed function pipeline?

As stated above, I get an error on creating textures (apparently also scene nodes) when trying to do this.

Thanks in advance!
"Black holes are the result of God dividing by zero."

http://www.sebastian-ahlman.fi/
User avatar
Assaf Raman
OGRE Team Member
OGRE Team Member
Posts: 3092
Joined: Tue Apr 11, 2006 3:58 pm
Location: TLV, Israel
x 76

Re: DirectX 10 render system - work-in-progress

Post by Assaf Raman »

how can you help me see your problem on my computer?
Watch out for my OGRE related tweets here.
chincillya
Halfling
Posts: 94
Joined: Sun Dec 19, 2004 7:12 pm
Location: Finland
x 3
Contact:

Re: DirectX 10 render system - work-in-progress

Post by chincillya »

Assaf Raman wrote:how can you help me see your problem on my computer?
I can give you a precompiled version of the game. Would that help?

Of course, I could give you the source as well, but compiling it might be tricky since it has a lot of references to libs that reside in different places on my machine.
"Black holes are the result of God dividing by zero."

http://www.sebastian-ahlman.fi/
User avatar
Assaf Raman
OGRE Team Member
OGRE Team Member
Posts: 3092
Joined: Tue Apr 11, 2006 3:58 pm
Location: TLV, Israel
x 76

Re: DirectX 10 render system - work-in-progress

Post by Assaf Raman »

lets try it your way.
Watch out for my OGRE related tweets here.
Post Reply