Complete the DirectX 11 render system
There is a fledgling DirectX 11 render system in trunk right now for Ogre3D, but it needs plenty more work doing to it in terms of implementing recommended performance characteristics for D3D11 and some other features like: Tessellation support, multi device support, RT shader system support.
OGRE is a great 3D graphics library. The main use case for this project is of course completing the DirectX 11 rendering system, which will be really useful for Windows 7/8 and all the new videocards which are capable of using DirectX 11. D3D11 tessellation support offers dynamic clothing, surfaces and detailed environments. Moreover, it is a whole new level of graphics with great upgrades from the latest DirectX system (D3D10). DirectX 11 can enablevisually stunning games, and also offers significant performance improvements in some websites and everyday applications.
Direct3D11 with tessellation support and improved multi-threading support to assist video game developers in developing games that better utilize multi-core processors.
The RT shader system support for shader model 4/5 with dynamic linking gives a real boost in time when somebody wants to make 3D graphics, as it generates the code in real time for the objects, it saves development time, and the code created is also reusable and shareble, so you can enjoy the effects created by the community with small adjustions.
The wiki page of the project: http://www.ogre3d.org/tikiwiki/SoC2012+Complete+the+DirectX+11+render+system&structure=Development
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|src_3736.patch||774.4 KB||August 26 2012 05:14 UTC|