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DX11 port

Open dalerank opened this issue 6 years ago • 4 comments

hi, what you think about dx11 port? it not fully completed yet nanogui_dx11_render

dalerank avatar Oct 13 '19 20:10 dalerank

Hey @dalerank,

Sorry for being generally unresponsive. Been seeing the changes on the switch box super PR. NanoGUI is kind of in a feature freeze right now as we migrate to the new version. The hold up is my fault, I'm working on the build system changes now. When that PR lands I'll CC you.

I had seen you respond in another thread about vulkan. I think if we do anything, it would make more sense to support OpenGL and Vulkan. How significant are the changes needed to get DX11?

The main concern I have is maintenance complexity vs payoff. Unlike Mac and their OpenGL trauma... I haven't had issues with Windows and OpenGL. What's the incentive? (Genuine question!)

svenevs avatar Oct 14 '19 01:10 svenevs

also a question from me: why not DX12, which I understand is the future on Windows?

wjakob avatar Oct 14 '19 01:10 wjakob

Hi. I know about mitsuba render I just know dx9, and a bit dx11... may be anybody else can port it to dx12? It need small changes in screen.cpp, and some changes in event system that avoid glfw constants, just a wait while I add this commit to https://github.com/dalerank/nanogui

dalerank avatar Oct 14 '19 06:10 dalerank

HI @svenevs , I added dx11 render backend here https://github.com/dalerank/nanogui/commit/c7cab106d3f1394a1257bda21e115f9644afca4a vulkan on the way

dalerank avatar Oct 15 '19 20:10 dalerank