Pre-Pull Request: D3D11 Initial testing

This forum is for tracking and working on active issues that need to be resolved, as well as testing Pull Requests that are waiting to be integrated into Torque 3D.
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64 posts Page 3 of 7
Mud-H
Posts: 175
Joined: Thu Feb 19, 2015 3:08 pm
by Mud-H » Wed Jan 13, 2016 6:30 pm
Just a little update about my issue, I think it's strictly related to TorqueLab PostFX system which I noticed it's not working well anymore, I guess there was some changes in the settings and I need to update my script. When I activate the HDR, I get weird result and once I deactivate it, I get the same result as the issue posted above.
Using the standard editor went better but I still got some "Unable to compile shaders" crash when playing with materials.
L3zak
Posts: 5
Joined: Mon Jan 11, 2016 7:09 pm
by L3zak » Wed Jan 13, 2016 8:22 pm
Hi, I've found some issue with rivers - there is a missing part at lowLODdistance, also it happens only when You look from the first node side (on screenshot it's duplicated river, one is rotated by 180 degrees). There is no problem when using d3d9.
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Mud-H
Posts: 175
Joined: Thu Feb 19, 2015 3:08 pm
by Mud-H » Wed Jan 13, 2016 8:51 pm
Typo error found in VignetteP.hlsl
Line 31:

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float4 base = tTORQUE_TEX2D(backBuffer, IN.uv0); 

Should be:

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float4 base = TORQUE_TEX2D(backBuffer, IN.uv0); 
Azaezel
Posts: 384
Joined: Tue Feb 03, 2015 9:50 pm
 
by Azaezel » Wed Jan 13, 2016 9:16 pm
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Highly recommended for folks tracking multiple repos.
Mud-H
Posts: 175
Joined: Thu Feb 19, 2015 3:08 pm
by Mud-H » Wed Jan 13, 2016 9:26 pm
But I just read the Pull Request guide :cry:

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We like each pull request to have a reasonable revision history - not too many small commits with typo fixes, for example. Sometimes, we may ask contributors to rebase large numbers of commits into a single commit before the request is pulled.

Ah, I had missed the too many part. Okay I will try next time, preparing one for the PostFX scripts and manager :)
Azaezel
Posts: 384
Joined: Tue Feb 03, 2015 9:50 pm
 
by Azaezel » Wed Jan 13, 2016 9:30 pm
Was more pointing out you can PR to non-default repos, like Timmys. Note that also means if someone throws over a flawed PR it's entirely possible to help speed things along by PRing to *that* as well.
Timmy
Posts: 308
Joined: Thu Feb 05, 2015 3:20 am
by Timmy » Thu Jan 14, 2016 1:28 am
L3zak wrote:Hi, I've found some issue with rivers - there is a missing part at lowLODdistance, also it happens only when You look from the first node side (on screenshot it's duplicated river, one is rotated by 180 degrees). There is no problem when using d3d9.


Thanks for that, issue is now fixed.
PaulWeston
Posts: 143
Joined: Thu Apr 23, 2015 7:16 pm
by PaulWeston » Wed Feb 10, 2016 3:57 am
Hey, great work everyone, wow Dx11 will really change things...

Noticed that the Oculus code in platform/input/oculusVR is still all dx9 - any chance you could take a look at porting that up too?

Am hoping to be able to make a build that uses latest oculus sdk and runtime, and a dk2, to make sure the engine is compatible moving forward with the consumer headsets. As noted in the DK2 thread, they deprecated dx9 after version 5 of the oculus sdk. And they are up to version 8 now. So, it would be awesome if that code was kept up with the other dx11 changes.

Thanks so much for all the hard work!
Timmy
Posts: 308
Joined: Thu Feb 05, 2015 3:20 am
by Timmy » Wed Feb 10, 2016 7:31 am
I don't personally own a dk2 so i won't be able to do much here with porting it over sorry. I think JeffR does though??

Anyway with this dx11 stuff i'll be back on it next week, since the deferred shading stuff is going in first i'm going to help get that finished first and than have to merge all that with the dx11 code. So until that happens i would recommend waiting before testing this current dx11 branch any further.
Timmy
Posts: 308
Joined: Thu Feb 05, 2015 3:20 am
by Timmy » Wed Mar 09, 2016 11:19 am
Just to keep this thread updated, should be an official PR for dx11 by next week. Instancing is all done, heaps of problems fixed and the port is now about 98% complete.
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