Hi guys ,
i'm working on supporting d3d11 in StuntRally
http://code.google.com/p/vdrift-ogre/ and appreciate it if you can consider the fixes in the path below
https://skydrive.live.com/redir.aspx?ci ... 5HaWFfQJrY
here is a screenshot our game with d3d11 plugin:
https://skydrive.live.com/redir.aspx?ci ... aPA1bp6psw
here is a one line description for each change ,feel free to ask me for more details
1-cache FilterOptions per texture unit so we can add filter comparison
2-remove mDepth==1 as the assert can fail when the depth buffer is for a cube map render target (which is pretty common is reflections)
3- add a valid D3D11_FILTER_* for comparison and aniso mip linear
4-return a valid DXGI format for RGB16 (important in compositors using that texture format)
5-check for null textures before touching them (copied the check from d3d9)
6- cube map render targets to have 1 mipmap to prevent sampling artifact when looking up a black mipmap and match d3d9
7-set the texture units to the hardware all at once even when some of them are null so they match the shader texture binding other wise an error will occur
8- fixed a crash when loading a 8x8 2d texture where the hardware is not able to do more mips than requested
there is still a few more fixes that i'm considering to do once we get all of functionality of the game working first ,so i might be bugging you again
Thanks alot
Ahmed