Reintegrating DirectX - Critiques, Issues, and ??
Posted: 27 May 2012, 07:15
While hijacking a thread (sorry about that) Emdek and I started going off on a journey away from that of wrecks and into the dos and don'ts, nuts and bolts, etc etc of the current engine. Possible limitations were brought up as was the problems with lack of good OpenGL support from low end graphics drivers such as those from Intel.
So, the idea of putting directx back into warzone was brought up. While probably not an easy task it would solve some issues such as those pesky white textures that show up due to (mostly) intel's lack of proper opengl support. For now as an unsupported option you can try using TitaniumGL. It sounds like it will fix some issues, but has not been tested (as I have a Geforce 260). The other developers working on Vega Strike have decided to have people try and use it so I figured might as well say soemthing here. I hope it will be a temporary fix for both projects until intel can fix its opengl support and/or I and maybe Emdek can get DX back into warzone (provided the other WZ devs go support the idea).
But alas, for now this will just become another code thread for people to post thoughts, ideas, but not general dislike for microsoft. In the process of adding DX back in there will be a lot of issues as well the possible benifits of being able to optimize the current rendering engine.
First problem: winmain - depending on how the current code works this may not be a big issue or it could bog down into a function/variable hunt to find everything. I don't know.
Second problem: shaders - Since DX and OpenGL use different shader languages new shaders will have to be created. One possible solution is to use the Cg shading language.
Third problem: Gui - This probably isn't as big of an issue as I'm worried it will be, but best to bring it up anyway.
Now that some of this is taken care of we can move on to final thoughts. Hmm.. I really don't have any. I don't know what kind of hardware many of you have (for windows users anyway) but I hope that no one is using anything that isn't direct x 9 compatible.
So everyone share your thoughts, code prototype, ideas, and things you would like to see happen while this modestly grueling refactoring is thought out, played out, debated, flamed, and hijacked from time to time.
So, the idea of putting directx back into warzone was brought up. While probably not an easy task it would solve some issues such as those pesky white textures that show up due to (mostly) intel's lack of proper opengl support. For now as an unsupported option you can try using TitaniumGL. It sounds like it will fix some issues, but has not been tested (as I have a Geforce 260). The other developers working on Vega Strike have decided to have people try and use it so I figured might as well say soemthing here. I hope it will be a temporary fix for both projects until intel can fix its opengl support and/or I and maybe Emdek can get DX back into warzone (provided the other WZ devs go support the idea).
But alas, for now this will just become another code thread for people to post thoughts, ideas, but not general dislike for microsoft. In the process of adding DX back in there will be a lot of issues as well the possible benifits of being able to optimize the current rendering engine.
First problem: winmain - depending on how the current code works this may not be a big issue or it could bog down into a function/variable hunt to find everything. I don't know.
Second problem: shaders - Since DX and OpenGL use different shader languages new shaders will have to be created. One possible solution is to use the Cg shading language.
Third problem: Gui - This probably isn't as big of an issue as I'm worried it will be, but best to bring it up anyway.
Now that some of this is taken care of we can move on to final thoughts. Hmm.. I really don't have any. I don't know what kind of hardware many of you have (for windows users anyway) but I hope that no one is using anything that isn't direct x 9 compatible.
So everyone share your thoughts, code prototype, ideas, and things you would like to see happen while this modestly grueling refactoring is thought out, played out, debated, flamed, and hijacked from time to time.