Hardware T&L
- QuestOfDreams
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A lot.scott wrote:when this has been finished, how much wil it improve the engine?
and will it effect compile times.
what i am trying to say is what will change and by how much.
I don't think it will affect compile times, but the game will run a LOT smother.
No Hardware TnL has always been the bottleneck of RF, because without it the game does not take advance if you have a Geforce 2 instead of a Geforce 1 chip on your graghic card, as long as they have the same amount of memory. (Ok they're really old, but a Geforce2 is double as fast as a Geforce1)
So having TnL does mean you can have far more polygons on the screen than we could have before.
Everyone can see the difficult, but only the wise can see the simple.
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- QuestOfDreams
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well, a quick update
the problem is that directx7 has only limited support for skeletal animations so we probably cannot use all the benefits of T&L here
dx8 and up have better support for skinned meshes so I started to convert the d3d driver to dx9...
perhaps wxb1 will find a way around the problem in dx7 so we can use this driver soon
however I'd like to get the driver working under directx9
here's a screen of a 1st test of the dx9 driver:
the problem is that directx7 has only limited support for skeletal animations so we probably cannot use all the benefits of T&L here
dx8 and up have better support for skinned meshes so I started to convert the d3d driver to dx9...
perhaps wxb1 will find a way around the problem in dx7 so we can use this driver soon
however I'd like to get the driver working under directx9
here's a screen of a 1st test of the dx9 driver:
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- QuestOfDreams
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in genesis all transformation are done on the cpu not using the graphic cards TnL capabilities, this is also true for the transformations that you have to apply to the vertices when rotating a joint (bone) in an animationOne doubt though....
1.We have been using skeletal animations with dx7 for a long time. Why the problem now?
2. whats tnl got to do with skeletal animation?
now we want to do all these transformations on the gpu, but the problem is that you can only set 1 (bone) transformation matrix for a primitive (triangle) but you might need 2 or 3 (because the vertices of a triangle may belong to different bones)
hmm i can't tell to much from that model you posted quest, it may just be the size of the image,
dunno would you be able to put a comparrison shot of DX7 vs DX9 say?
cool i hope this can be solved, cos this would update genesis so much good luck guys!
dunno would you be able to put a comparrison shot of DX7 vs DX9 say?
eep!....that sounds tricky like it would take a massive code work around!?! is that the case here or no?....er hang on, or is this refering to DX7.now we want to do all these transformations on the gpu, but the problem is that you can only set 1 (bone) transformation matrix for a primitive (triangle) but you might need 2 or 3 (because the vertices of a triangle may belong to different bones)
cool i hope this can be solved, cos this would update genesis so much good luck guys!
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you won't see any difference between dx7 and dx9 here, the picture should just show you that the directx9 driver can already render textured geometry (there are pretty large differences in the code since directx7 used directdraw and direct3d which are only one component in directx9)hmm i can't tell to much from that model you posted quest, it may just be the size of the image,
dunno would you be able to put a comparrison shot of DX7 vs DX9 say?
I was referring to dx7 hereeep!....that sounds tricky like it would take a massive code work around!?! is that the case here or no?....er hang on, or is this refering to DX7.