vvvv DX11 beta33x update

October 9, 2014 posted by: vux Guest Post

It’s been a little while since last DirectX11 update, so since beta33.1 is out let’s sync the boys and have a one day release.

Most work on last build has been to fix bugs, but of course there are some new nodes/options/examples.

So here is the (non) exhaustive changelog:

Bug fixes:

  • Fix render states not resetting properly if an error was 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.
  • DynamicTextures (Value and Color) : now upload correctly for small textures, faster upload, better memory handling in both cases.
  • FrameDelay will send a warning if it is fed a depthbuffer, but won’t crash
  • Fix issue in BubbleNoise texture fx
  • Shared Texture fix for 64 bits.
  • Fix texture coordinates in Polygon geometry
  • Bone matrices from models were not transposed
  • 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.
  • Fixed issue (on alpha build only, with TextureFX resource release)
  • Fix issue in topology node not updating at times.
  • Fix bounding box not copied on geometry shallow copies
  • Fix Nil issue on dynamic buffers
  • Fix Line (DX11) module crashing on ATI
  • Fix Sampler pin on shaders not changing correctly.

Changed nodes:

  • Writer Nodes (Texture 1/2/3d) now have a create folder toggle (disabled and hidden by default)
  • 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).
  • Texture Array renderer can now create mips

New nodes:

  • Viewport validator (selects on viewport at object level).
  • SelectViewport (DX11.Layer), replacement for Transformation index pin (removed)
  • DispatchIndirect
  • RawBuffer renderer
  • Skeleton Assimp loader node
  • Add Renderer (DX11.Buffer Advanced) which also allows to create counter buffers.
  • Writer (DX11.Texture 1d)
  • Renderer (DX11.StreamOut)
  • DepthPipet module from unc
  • Pipet module from unc
  • DistortFlow texture fx from unc
  • Lomograph texture fx from unc
  • InputElement Join Advanced
  • All bullet nodes, in both 32 and 64 bits flavour

Girlpower:

  • Dispatch indirect sample
  • Fix some examples so they could work on sm4/sm4.1 thanks joreguser
  • more examples from joreguser, check overview in girlpower root
  • Sampler State example
  • Depth Pre pass example
  • Depth rebind example

Side note 1:

Please submit bugs here, this is much easier for me to track (it’s very easy for your bug to be lost in forum within 2 days): https://github.com/mrvux/dx11-vvvv/issues

Side note 2:

If a few kind users would like to give me a hand for help patches/girlpower examples please manifest yourselves ;)

Download from directx11-nodes-alphabeta-contribution and enjoy


Comments:

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milo
09.10.2014 - 16:49
sounds great. thanks a lot!
tonfilm
09.10.2014 - 17:22
thanks vux! have you considered an AnyCPU release? or would it be too much hassle with the references?
unc
09.10.2014 - 17:23
awesome, thanks vux!
Gareth.Griffiths
09.10.2014 - 17:30
Oh lala!
m4d
09.10.2014 - 17:31
brilliant \o/
lecloneur
09.10.2014 - 20:11
yeah!
ravazquez
15.10.2014 - 17:59
Hey vux, I am willing to help. Tell me where or how to start and I’ll have a look as soon as possible.
sunep
17.10.2014 - 14:50
I would also like to help make help patches. Simple stuff for starters.
robotanton
31.10.2014 - 23:35
Please check This Page if you want to help to port DX9 modules into DX11.

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