New Theme / New version of SMF Forums (2.0 RC2) - go to forum post
The old theme that was being used is no longer supported by SMF 2.x

I've reset everyone to this default theme until I can find one that I like!

New DX10 Device, completely FX file dependent for Materials - go to forum post
I'm adding a class called FXMaterial, which is going to replace SMaterial in the DX10 driver.  

FXMaterial will possess the ability to compose FX files, dynamically, to be compiled by the device and rendered from.  You'll have the ability to set input/output declarations, constants, textures, vertex shader programs, pixel shader programs, geometry shader programs, techniques, passes and render/blend/depth states, and anything else that FX files support (eventually).

The class will be able to merge with other classes, so you could define a FXMaterial, that defines a pixel shader and certain constants that handles lighting and combine that with a detail map FXMaterial and end up with a lighted, detail mapped FXMaterial.  I don't see a way, or really a necessity to merge geometry shaders, since they are designed for very specific functions.  So the merge process will allow you to pick which GeoShader you want to use from the FXMaterials being merged.

Main changes with this -
  • MaterialRenderers for DX10 will be replaced with the appropriate FXMaterial implementations.
  • MaterialRenderer for DX10 will become the interface from the DX10Device to the FXMaterials
  • All States - Sampler, Depth/Stencil, Rasterizer and Blend - will be set by the FXMaterials (more specifically, in the .FX file that is generated).  The Device will do no tracking or setting of these states.  The setBasicRenderStates function will go away, or be unused in the DX10Device.

So what do ya think about this idea?

Forum Upgrade - go to forum post
In light of the recent spammers on the forums, I've updated to 1.1.7 (I was slacking and only had the forums at 1.1.5).  If the upgrade doesn't keep them at bay, then I'll increase registration security and/or take other measures to keep them away.

GUI is WIP (Work In Progress) - go to forum post
You may want to keep yourselves at Rev 111, for a while, at least until further notice.  The GUI is being changed around significantly, and I wanted to get code changes into SVN, so I can Revert if I start screwing things up.

If you are proceeding to keep up to date, as of Rev 112, the GUI now ONLY loads FreeType supported fonts (TrueType and OpenType fonts as far as I know.)  The Built-in font is now a hex-binary representation of a TrueType font, not a font image.

Just a warning, so you don't freak out when you see a screwed up GUI!

VBO GUI Progress - go to forum post
It's coming along now.  I think I have fonts working, the half-pixel offset in DX was driving me nuts for a long time.  I don't yet have all elements converted, so far the following should work with VBO_GUI -

  • GUIButton
  • GUICheckBox
  • GUIComboBox
  • GUIEditBox
  • GUIFont
  • GUIImage
  • GUIListBox
  • GUIMenu
  • GUIScrollBar
  • GUIStaticText
  • GUIWindow

At the end of CompileConfig.h, there are 2 #defines for activating the VBO based GUI -

#define VBO_GUI
#define VBO_GUI_FONT

Please test and let me know about issues with anything.  The more feedback I get, the quicker it gets done! :D