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.
Thanks for your patch. However, according to our records we do not appear
to have received a Contributor License Agreement from you yet, which means
we cannot accept your code into the core yet.
Well, I am working slowly on it. Still lots of issues. I will be happy for any help\patch.
I hope to work on a product that needs it in a few months - then perhaps I will speed things up.
Do you need d3d11 for any real use or you just want to play with it?
Assaf Raman wrote:Well, I am working slowly on it. Still lots of issues. I will be happy for any help\patch.
I hope to work on a product that needs it in a few months - then perhaps I will speed things up.
Do you need d3d11 for any real use or you just want to play with it?
Not yet, no, but around August I will probably seriously need it, I'm still somewhat a beginner in to 3D graphics programming, so I can't really help much...
I may start checking this out soon. It will crash on me when I run it right now, though. I have an ATI 4870x2 so not exactly DX11. I was hoping that it would detect this and would at least give me DX10.
My name is Evandro, and I started an implementation of a DirectX 11 video driver for Irrlicht.
I would like to help finish the DirectX 11 Render System. First of all, I have a question for Assaf: why did you removed DrawAuto call and used Query to perform Stream Output? The advantage of DrawAuto is to allow CPU to continue their tasks and with Query we have to wait Stream Output execution!!
Don't really remember, you are welcome to submit a patch.
If you are planning to work on the d3d11 render system - I recommend you will create a public fork in bitbucket and do your work there - it will be easier for me to marge your work later.
And now the ParticleGS sample works. In D3D11RenderToVertexBuffer, I removed the query and set VertexData::vertexCount to -1, signaling the render system to use DrawAuto.
My next effort is to bring multithreaded rendering. I believe that will not be so difficult.
I think one thing that needs to be corrected is the usage of DirectX 11 Render State's like BlendState, RasterizerState, seams that they are created every time of every single renderable, probably apply some caching based on Pass hash code would be great.