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Integrating Unigine to our existing engine


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Our engine is DirectX 11 based rendering. Now I need to integrate the headless rendering to this engine without breaking the architecture of existing engine.

So the workflow is quite like this

 

  1. Directx 11 is initialised in our application (Device and Context)
  2. After initialisation of DirectX 11, Init the Unigine using same device and context (Same thread, Same process)
  3. Our engine will prepare few textures on GPU
  4. Share textures with Ungine material
  5. Render Unigine on texture
  6. Share back the rendered textured to our engine
  7. Our engine processes the data and throws back output

If I just share the adapter, device and context with initd311; in same process and thread... Will it be OK?

 

I have tried this way just the engine initialisation. It works without problem. I hope to see some rendering now. I just wanna know if I am going right? Or there are any other directions I should look for.

 

 

 

 

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I have Used above approach; the first world loads correctly. In the same render loop if at some place I use following

Unigine::Console* console = Unigine::Console::get();
if( iLoadNewWorld)
{
       console->run("world_load samples/players/actor_00"); 
       console->flush();
}

Everything is loaded, I can see in console. UI is visible, FPS is running but things are rendering black. What could be the issue?

 

Rohit

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