Open GoogleCodeExporter opened 9 years ago
"Issue owner must be a project member" ... =S
Mail ain't enough it seems.
Original comment by KrossX3
on 16 Aug 2010 at 5:55
will this D3D11 plugin have D3D10 fallbacks? D3D10 supports 32FPZ as well
Original comment by danialho...@gmail.com
on 16 Aug 2010 at 9:02
You can use Dx10 HW with D3D11. The float depth support should get rid of the
z-fighting, and the Out of Order Transparency should get rid of the sorting
problems. But the latter does require Dx11 HW I think.
Original comment by KrossX3
on 17 Aug 2010 at 12:57
Actually, the current dx9 code is a mess-- you'l probably have more luck
writing something form the beginning :p. Been wanting to do this for some time,
but never really got around more than dx10 init code
Original comment by drkIIRaziel
on 17 Aug 2010 at 10:58
out of order transparency works on D3D10 as well.
Original comment by danialho...@gmail.com
on 17 Aug 2010 at 6:03
nvidia's depth peeling has been nominated to be a form of out of order
transparency.
Original comment by danialho...@gmail.com
on 18 Aug 2010 at 12:01
heck, apparently Nvidia has supported this since the Geforce 3
http://developer.nvidia.com/object/order_independent_transparency.html
I expect it may be a D3D11 requirement, which im sure the 4xx cards will
support from the go.
Original comment by danialho...@gmail.com
on 18 Aug 2010 at 12:09
http://www.slideshare.net/ohyecloudy/shaderx6-37-robust-orderindependent-transpa
rency-via-reverse-depth-peeling-in-directx-10
Original comment by danialho...@gmail.com
on 18 Aug 2010 at 12:14
Using depth peeling to achieve OIT? Might as well use software rendering
instead. Same effect, same speed, but with s/w rendering being more accurate. :p
Original comment by Mr.PsyMan
on 18 Aug 2010 at 1:36
Reverse OIT is apparently nearly hitless.
Original comment by danialho...@gmail.com
on 18 Aug 2010 at 5:01
@drkRaz: Fine, doing it with MSVC2008. :P
Original comment by mudl...@tpg.com.au
on 18 Aug 2010 at 5:50
The pvr hardware implements a version of depth peeling
Original comment by drkIIRaziel
on 18 Aug 2010 at 11:04
Original comment by KrossX3
on 18 Aug 2010 at 11:47
indeed it does drk.
surely we can write a custom shader to emulate PVR GPU Depth peeling?
Original comment by danialho...@gmail.com
on 19 Aug 2010 at 2:17
We are salvaging what we can from the old D3D9 plugin, as some is still useful.
Really, the shaders, rasterization etc, needs to be redone.
Original comment by mudl...@mudlord.info
on 19 Aug 2010 at 2:26
Original comment by mudl...@mudlord.info
on 19 Aug 2010 at 2:30
First initial commits.
Added code base.
Original comment by mudl...@mudlord.info
on 7 Sep 2010 at 9:46
Just saw the first inicial commit, really good!!!!! Keep the good work, one
more to add their name to the scene :D
Original comment by telmo.qu...@gmail.com
on 8 Sep 2010 at 2:12
Original issue reported on code.google.com by
mudl...@tpg.com.au
on 16 Aug 2010 at 1:57