DirectX 11 render system - work-in-progress
- Noman
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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.
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.
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- Assaf Raman
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Compiled for me on:
Microsoft DirectX SDK (August 2008)
and
Microsoft DirectX SDK (November 2008)
Microsoft DirectX SDK (August 2008)
and
Microsoft DirectX SDK (November 2008)
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I got it back - so I will try to have a look this weekend.
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- Noman
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pitch for sure.
Try to change it and sort this out.
I will have a look this weekend.
Try to change it and sort this out.
I will have a look this weekend.
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- Assaf Raman
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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.
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- Assaf Raman
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@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.
Make sure it does work in d3d9 and doesn't work with d3d10 before you post.
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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?
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?
Check out Disc Golf Ultra!
http://www.ogre3d.org/phpBB2/viewtopic.php?t=24258
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http://www.ogre3d.org/phpBB2/viewtopic. ... blood+ball
http://www.ogre3d.org/phpBB2/viewtopic.php?t=24258
Check out Blood Ball!
http://www.ogre3d.org/phpBB2/viewtopic. ... blood+ball
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Graphics
GPU/VPU NVIDIA GeForce 9600M GS
GPU/VPU NVIDIA GeForce 9600M GS
Check out Disc Golf Ultra!
http://www.ogre3d.org/phpBB2/viewtopic.php?t=24258
Check out Blood Ball!
http://www.ogre3d.org/phpBB2/viewtopic. ... blood+ball
http://www.ogre3d.org/phpBB2/viewtopic.php?t=24258
Check out Blood Ball!
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- Assaf Raman
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Nice.
Yes, install the latest DX SDK and try to compile and run.
Yes, install the latest DX SDK and try to compile and run.
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same SVN - in the render system dir - you have a project for d3d10
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- Halfling
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Re: DirectX 10 render system - work-in-progress
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:
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
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)
Thanks!
//chincillya
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- Halfling
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Re: DirectX 10 render system - work-in-progress
The last exception looks like you tried to use a sceneNode that doesn't exist.
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- Halfling
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Re: DirectX 10 render system - work-in-progress
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.Penguin wrote:The last exception looks like you tried to use a sceneNode that doesn't exist.
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);
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- Halfling
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Re: DirectX 10 render system - work-in-progress
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!
As stated above, I get an error on creating textures (apparently also scene nodes) when trying to do this.
Thanks in advance!
- Assaf Raman
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Re: DirectX 10 render system - work-in-progress
how can you help me see your problem on my computer?
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- Halfling
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Re: DirectX 10 render system - work-in-progress
I can give you a precompiled version of the game. Would that help?Assaf Raman wrote:how can you help me see your problem on my computer?
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.
- Assaf Raman
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Re: DirectX 10 render system - work-in-progress
lets try it your way.
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