I was able to port D3D10 Renderer to drop dependency from D3DX library... and I used DirectXMath which is all inlined and C++ SIMD graphics math library.
I don't know nothing about performance increase, but I believe there is some advantages, for example D3DX tools library is deprecated for Windows 8 (and not supported for Windows Store Apps).
If someone is interested to have look at the code I can post it. (I must say I'm beginner in C++ so someone will have to edit my code).
What do you think guys?
Direct3D10 Renderer D3DX library dependency drop.
Moderators: CEGUI MVP, CEGUI Team
Re: Direct3D10 Renderer D3DX library dependency drop.
Why do we need to ask you for your code?
If you want to share something with us, paste it!
If you want to share something with us, paste it!
Re: Direct3D10 Renderer D3DX library dependency drop.
Ident has changed the DX renderers in default branch to use glm and D3DX is not needed there anymore.
We haven't backported this to 0.8 because it's a breaking change.
We haven't backported this to 0.8 because it's a breaking change.
Re: Direct3D10 Renderer D3DX library dependency drop.
Of course You don't have to ask for the code, I was afraid that no one will be interested to this...
That's folder with my Direct3D renderer. Most old code I've commented.
All I know that "it works".
http://www41.zippyshare.com/v/57921670/file.html
That's folder with my Direct3D renderer. Most old code I've commented.
All I know that "it works".
http://www41.zippyshare.com/v/57921670/file.html
Re: Direct3D10 Renderer D3DX library dependency drop.
Hi, thanks for sharing this, unfortunately your files are gone, as I was a bit late for the party. Somehow overlooked the post.
As mentioned i made a D3D11Renderer in the default branch (upcoming 1.0 release) that does not have ANY dependencies at all not even dxmath. Just the most basic d3d libraries. So for the 1.0 Release your changes are not needed unless there is a reason we would need a D3D10Renderer (when D3D11 should be perfectly backwards compatible) - in that case give reasons please.
Regarding 0.8.X: I think we cannot replace the existing Renderer there without breaking code for some people. I would have to look into it more though, because maybe it is possible.
As mentioned i made a D3D11Renderer in the default branch (upcoming 1.0 release) that does not have ANY dependencies at all not even dxmath. Just the most basic d3d libraries. So for the 1.0 Release your changes are not needed unless there is a reason we would need a D3D10Renderer (when D3D11 should be perfectly backwards compatible) - in that case give reasons please.
Regarding 0.8.X: I think we cannot replace the existing Renderer there without breaking code for some people. I would have to look into it more though, because maybe it is possible.
CrazyEddie: "I don't like GUIs"
Re: Direct3D10 Renderer D3DX library dependency drop.
I re send my source, however since my last post nothing has changed. You can have a look.
http://www35.zippyshare.com/v/TmWorDT4/file.html
Now I'm working on something more challenging. I'm trying to add ffmpeg library widget to play some video with audio.
Now I stuck on WASAPI.
http://www35.zippyshare.com/v/TmWorDT4/file.html
Now I'm working on something more challenging. I'm trying to add ffmpeg library widget to play some video with audio.
Now I stuck on WASAPI.
Re: Direct3D10 Renderer D3DX library dependency drop.
video-playing in CEGUI would be super-awesome. Is this only possible with D3D in that setup you mentioned? I dont know the library.
CrazyEddie: "I don't like GUIs"
Re: Direct3D10 Renderer D3DX library dependency drop.
I saw ffmpeg renderers on GL, GLES, DX9,10 (using DXVA or without), its all about having shaders written to display and scale YUV textures, or can use built-in library software converter to convert it into D3DFMT_X8R8G8B8 texture.
The ffmpeg is multi platform library, I saw builds of ffmpeg on android, linux, iOS.
I am using well known multi-platform opensource video player as an reference, meanwhile I write widget for wxWidgets as well.
Definitely I have small amount of time for all of that, as I do for living very different(than coding) and time consuming job...
(sorry for my English, that isn't my 1st language)
The ffmpeg is multi platform library, I saw builds of ffmpeg on android, linux, iOS.
I am using well known multi-platform opensource video player as an reference, meanwhile I write widget for wxWidgets as well.
Definitely I have small amount of time for all of that, as I do for living very different(than coding) and time consuming job...
(sorry for my English, that isn't my 1st language)
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