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DX11 Latest Alpha build

alpha

#1

As per last time, latest dx11 build alpha, so please test and report issue, plan is to release end of the week.

Usual changelog:

  • Fix Render State stack unwinding if an exception is caused during render
  • Fix Mip change on temp target renderer (was not locking the right texture).
  • Fix memory allocation issue on Quad layer node (from azeno)
  • Dynamic buffers should be faster in most cases, same speed in worst case, and consume less memory.
  • Add Viewport validator node (selects on viewport at object level).
  • Add SelectViewport (DX11.Layer), replacement for Transformation index pin in renderers (which was never working).
  • Add DispatchIndirect Node
  • FrameDelay will send a warning if it is fed a depthbuffer, but won’t crash
  • Fix issue in BubbleNoise texture fx
  • Add RawBuffer renderer
  • Shared Texture fix for 64 bits.
  • Added writer node for 1d texture.
  • Fix texture coordinates in Polygon geometry
  • Renderer (DX11.buffer), now uses an enum instead of Append toggle (so we can create counter buffers too)
  • Add Skeleton loader for assimp
  • Assimp bone matrices needed transpose
  • Fix memory leak in gsfx and autolayout. Also reduced the frequency for layout rebuild.
  • TextLayout node was not updating on enums change (alignment)
  • Texture FX can now use iterations at pass level.
  • Added Renderer (DX11.StreamOut)
  • Texture Array renderer has option to bind the whole render target instead of do one pass per slice (so slice selection can be done in Geometry shader).
  • Volume renderer can now be bound as render target too (so we can write to is with standard pipeline as well as compute)
  • DepthPipet module from unc
  • Pipet module from unc
  • DistortFlow texture fx from unc
  • Lomograph texture fx from unc
  • Kinect1, fix on depth texture node when updating resolution.
  • Kinect1, fix on player node, which had wrong resolution too.

Few more additions will come before final release, until then , happy testing :)

Test build (78.7 MB)


#2

skeleton loader! ┻━┻︵ (°□°)/ ︵ ┻━┻


#3

yay! \o/… no text …


#4

Latest changelog, since more fixes on the way:

  • Bullet physics nodes, in both 32 and 64 bits version.
  • IndexIndirect was not resetting properly sometimes.
  • Shader nodes have Layer In pin, so you can stack them without the need of using lot of group nodes.
  • Added background removal texture for kinect1

#5

Wow can you explain this in detail please - seems to be a pretty neat thing?

Does it change something performance wise?


#6

@tekcor It’s really simple. If you connect a shader upwards, it’s the same as if it was the next one in group list.

Performance wise you can have a little gain (but that’s likely negligible), but specially I find it helps a lot to keep patches tidier.


#7

he vux - thanks again for this graeat contribution - tried the skeleton node with astroboy.dae with no luck (conncted to getJoint or select joint - which crashes) - how did you tested it?

edit: getJoint works fine - joint naming is different than colladas one.


#8

Hey, just built an x64 version from the master branch on github

Tried the kinect2 nodes with a release version sensor and the v2 public release sdk.

All working well but no data coming from the face node. Frame number stays on 0.


#9

just tested the viewport stuff and seems to work fine. thanks!