Hi, I just got received a pre-beta SDK of a new directx project called DXFpP(DirectXFastProscessingProject) it's very rare because those tests I recieve max. 1 time in 2 years(last time it was the longhorn). And I have to comment it, and one thing what it's good about that I have whole month for it and that I have the possibility to use the console there!(there are some demos included) And now it's your turn, is there ANY possiblity to make a DLL out of poly2vox and make it run INSIDE that horrible DirectX???
Schraubendreher at
Re: Very high attention please! Is it possible to implent poly2vox inside DirectX?
Poly2vox is a tool for converting polygon models to voxel models. What does that have to do with DX?
Dany at
Zweiwürfel Schraubendreher said at
Poly2vox is a tool for converting polygon models to voxel models. What does that have to do with DX?
I thought like to make every direct3D game running on voxels beside poly2vox, like just to poly2vox every poly:)
Schraubendreher at
Er.. I don't mean to burst your bubble but what you are suggesting might just be slightly impossible. OK, perhaps if you cache the voxel converted polygons and render them in software. But D3D games have a lot of geometry to convert, and poly2vox might not be fast enough for the job if you plan to do it in realtime. Then there is the memory issue. It may be difficult to determine the inside of a mesh in some cases, and that prevents the voxel storage from taking advantage of RLE, since you will be storing colour data for voxels that may never be visible.
Of course, apart from the fact that it is quite improbable to make it work, it is a good idea. :)
Dany at
Zweiwürfel Schraubendreher said at
Er.. I don't mean to burst your bubble but what you are suggesting might just be slightly impossible. OK, perhaps if you cache the voxel converted polygons and render them in software. But D3D games have a lot of geometry to convert, and poly2vox might not be fast enough for the job if you plan to do it in realtime. Then there is the memory issue. It may be difficult to determine the inside of a mesh in some cases, and that prevents the voxel storage from taking advantage of RLE, since you will be storing colour data for voxels that may never be visible.
Of course, apart from the fact that it is quite improbable to make it work, it is a good idea. :)
I didn't think like to use it for crysis or other next-gen games, I thought about doom, Unreal Tournament GOTY and LudoRace-type games.