"OGRE DirectX 10 render system" preview
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helloween
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I have same troubles with an xna renderer, some demos are working on some cards, and some others on other cards, even with the simplest shader.
I would like someone to explain me how this is possible, how games can handle many different cards without bug, they write specific shaders 10 times for 10 cards ?
I would like someone to explain me how this is possible, how games can handle many different cards without bug, they write specific shaders 10 times for 10 cards ?
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Assaf Raman
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@gugus – if you want to use the same shaders in your game for DX9, GL, and DX10 you will have to build shaders that compiles both as hlsl and as cg and have different materials and a code switch to select the material according to the render system, cg and hlsl are almost the same. This is a problem indeed.
@helloween – xna uses DX9 to render as far as I know – so I guess this is not the right thread for discussing this problem, also – OGRE doesn’t have an xna render system yet.
@helloween – xna uses DX9 to render as far as I know – so I guess this is not the right thread for discussing this problem, also – OGRE doesn’t have an xna render system yet.
Watch out for my OGRE related tweets here.
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helloween
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yeap, its based on directx9 but all fixed function have been removed (from world/view/projection matrices to texturing ect...) and you are obliged to draw with an effect on.Assaf Raman wrote:@gugus – if you want to use the same shaders in your game for DX9, GL, and DX10 you will have to build shaders that compiles both as hlsl and as cg and have different materials and a code switch to select the material according to the render system, cg and hlsl are almost the same. This is a problem indeed.
@helloween – xna uses DX9 to render as far as I know – so I guess this is not the right thread for discussing this problem, also – OGRE doesn’t have an xna render system yet.
I thought I could have some help on understanding why the same code works so differently on different cards with a very basic shader effect.
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ahmedismaiel
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Assaf Raman
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Sure, download the render system from here: Latest code here: Direct3D10_pre9.zipahmedismaiel wrote:perhaps you can post a debug version of the application so i can try it out?
Add it to the "ogrenew\RenderSystems" dir and to the Ogre_vc8.sln solution.
then change the Plugins.cfg file to use this render system.
add this line to the debug plugins.cfg file:
Code: Select all
Plugin=RenderSystem_Direct3D10_dCode: Select all
Plugin=RenderSystem_Direct3D10I don’t think this is a vertex problem but a texture load problem.
I will be really happy if you compile my render system, run it on your computer and suggest fixes.
EDIT - also remove this line from the debug plugins.cfg file
Code: Select all
Plugin=Plugin_CgProgramManager_dCode: Select all
Plugin=Plugin_CgProgramManagerWatch out for my OGRE related tweets here.
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helloween
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I was using a shader from a xna tutorial here http://creators.xna.com/Headlines/devel ... ample.aspxAssaf Raman wrote:Can you post a sample of this with code and screenshots from 2 cards?
on a 8500 GT and some other nvidia cards the result was like this :
http://img180.imageshack.us/img180/3188/terraincg3.jpg
and on my ati 1600 like that :
http://img87.imageshack.us/img87/8603/terrain2wb7.jpg
I finally tried the most simple shader and it is working better on different card.
But still, how are you managing the different kind of textures, for example if you have to draw the envmap of the Ogre ear ring ?
and what about the texture coordinates ?
Will you render system be open source ?
Thanks
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Assaf Raman
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I guess I will deal with it in the fixedFuncEmu. For now – I guess you will need to write a shader for it.helloween wrote:how are you managing the different kind of textures, for example if you have to draw the envmap of the Ogre ear ring ? and what about the texture coordinates ?
I released the code here in the forum and it has the same license as OGRE (LGPL or pay Sinbad's company for static link). I guess in the end I will post a patch to OGRE of the whole render system or Sinbad will take what he needs from my code and build his own dx10 render system.helloween wrote:Will you render system be open source ?
Watch out for my OGRE related tweets here.
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sinbad
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We'll do some kind of merging effort at some point down the line, we did this years ago when we first supported Dx9 in fact. In fact, if you're able to merge the code I'd already done into your version I could give you access to HEAD to develop on. The cvsmail archives have the details of what I've done already, but it was mostly:
- D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY
- texel / pixel mapping same as GL now
- hardware vertex / index buffer refinements & scratch resource behaviour
- D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY
- texel / pixel mapping same as GL now
- hardware vertex / index buffer refinements & scratch resource behaviour
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Assaf Raman
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I downloaded HEAD cvs and got everything to compile.
I need to think of the best way to do the merge.
I will try to copy from my code and paste in yours if I can.
I will post here when I am done.
I need to think of the best way to do the merge.
I will try to copy from my code and paste in yours if I can.
I will post here when I am done.
Watch out for my OGRE related tweets here.
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33 Minutes
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deficite
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That number will grow exponentially once the tipping point gets reached (when the DX10 midrange cards stop sucking). We're almost there too; the 8800GT and the ATi 3xxx cards are pretty good, and they're <= $200. The 3xxx cards are even 10.1 (as well as the 9xxx cards, which are only 16 days away ATM)
I also agree; keep going! I don't have a DX10 card yet, but you better bet I'll be messing around with it once I do get one. It'll be all the better if my favorite graphics engine supported it
I also agree; keep going! I don't have a DX10 card yet, but you better bet I'll be messing around with it once I do get one. It'll be all the better if my favorite graphics engine supported it
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CaseyB
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deficite
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Assaf Raman
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The demos are running in release and I have a dell xps 1330 with GeForce 8400M GS. nothing else is running.
The fps of dx9 and dx10 are almost the same for the demos - so the fps is not bad for the dx10.
The fps of dx9 and dx10 are almost the same for the demos - so the fps is not bad for the dx10.
Watch out for my OGRE related tweets here.
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deficite
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Beefygoblin
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Re: "OGRE DirectX 10 render system" preview
Just adapting for dx10 now is pointless (and it didn't realy deliver much anyway). Two words Larrabee and GT300. Yep,screwed. Going to have to completly throw out half of whats been achieved and go in the opposite dirrection.
It will be fun though.
It will be fun though.
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Azgur
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Re: "OGRE DirectX 10 render system" preview
Flamebait?Beefygoblin wrote:Just adapting for dx10 now is pointless (and it didn't realy deliver much anyway). Two words Larrabee and GT300. Yep,screwed. Going to have to completly throw out half of whats been achieved and go in the opposite dirrection.
It will be fun though.
Complete nonsense eitherway.
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AshMcConnell
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Re: "OGRE DirectX 10 render system" preview
nice of him to go to the trouble of registering for that 











