» vvvv dx11 beta33.7 update
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vvvv dx11 beta33.7 update

Since Node is (almost) there, here is a deploy for lates DX11 version.

As usual, changes, new nodes... So let's go :

Bug fixes
  • Small fix on topology on some edge switch cases.
  • PerVertexDrawer was not always updating properly.
  • Fix null error on StreamOut renderer buffer Pin
  • Texture FX was unlocking some reources twice sometimes, which resulted in really weird situations, now sorted.
  • Fix issue with gsfx when sending nil on view/projection pins.
  • RWByteAddressBuffer was not bound properly for compute shader usage
  • Small memory leak fix on TextLayout node joreg
  • Indirect Drawers/Dispatch nodes now all have a Buffer version
  • SetSlice (DX11.TextureArray) : Fix mip slice set to all by mistake
  • Renderer (DX11 Buffer.Raw) : Index and Vertex Buffer binding were not applied properly
Changed Nodes
  • Cylinder now has a "Center Y" Pin
  • ViewPort (DX11) now had a default size of 1
  • Info (DX11) also shows the name of the graphics card that is currently in use.
  • Now uvspace annotation for transforms will default to the same behaviour as in dx9 (eg: Y is inverted). Set invy=false to go back to same old behaviour.
  • Renderer (DX11.MRT) : clear pin and background color can now bet set per target.
  • Renderer (DX11 Buffer.Raw) : Allow binding as Argument Buffer as well
  • Geometry resolution minimum value set to avoir negative inputs joreg
New nodes
  • SegmentZ (DX11.Geometry): segment with Z extrusion
  • StencilReference (DX11.layer): to allow to set reference value for stencil writes/tests.
  • ViewportArray (DX11.Layer) : Allows to bind an array of viewports to rasterizer stage (in pixel space)
  • Mesh (Geometry Split) : Allows to split an assimp mesh
  • Info (DX11.Texture 1d) : Same as per 2d/3d counterpart
  • IndexOnlyDrawer (DX11.Drawer) : Allows to ignore vertex buffers and send a draw call with index buffer only.
  • Sampler (DX11) : Presets for sampler states as per other states nodes.
  • RenderSemantic (DX11.Layer Color) : To set a color as render semantic
  • Reset Counter (DX11.Layer) : Allows to enable/disable counter resets for buffers that support this feature)
  • BlendTarget (DX11.RenderState Advanced) : Allows to set blend state per render target.
  • AttachDispatcher (DX11.Layer) : Allows to attach dispatch buffers at layer level
  • AsGeometry (DX11.Buffer Advanced) : Quite complicated node that allows flexible RawBuffer to geometry binding.
  • Many overviews update from joreg
  • New dx9 modules ported to dx11 by robotanton
  • New tfx, samples from unc, too many to enumerate them ;)
  • Running vvvv.exe /dx11mode:nvidia will try to auto select nvidia card for optimus setup
  • Dynamic texture nodes will nos send a warning in case user tries to upload a 3 channel texture (which is not recommended), since samplers are not allowed on those. There is also a suppress warning pin to avoid tty spam in case you know what you are doing ;)
  • Shader nodes now also send a warning to tty in case of invalid layouts.

Download here as usual:

That's about it, see you @node15

vux, Saturday, Apr 25th 2015 Digg | Tweet | Delicious 8 comments  
Noir 25/04/2015 - 13:40

Big up mr Vux

hierro 25/04/2015 - 14:49

good so man !

graphicuserinterface 26/04/2015 - 11:47

vux for president

Meierhans 26/04/2015 - 14:55

+1 :)

m4d 26/04/2015 - 15:33


TonyMark 27/04/2015 - 02:06

+1 good

mrboni 27/04/2015 - 10:59

any reason the kinect2 nodes aren't in this build?

tekcor 27/04/2015 - 11:41


'Running vvvv.exe /dx11mode:nvidia will try to auto select nvidia card for optimus setup'

Seems like even without extra flag my Nvidia GPU is now always used, which is not good at all my system is overheating very easy and is very loud.

How can I set it to acept the standart system settings again?

  • 1

anonymous user login


~22h ago

mediadog: Clicking on "Missing in 64 bit builds" goes to page with warning no longer maintained, but betadocs link has no such info.

~5d ago

nanotekt: VL.stride yet again ...this time nonphotorealistic https://youtu.be/_aALr2wcj0Y ...wish evvvveryone to be well!

~10d ago

nanotekt: a brief VL.stride study https://youtu.be/B2Nlz5VZ9lM ...and a massive 'thank you' to the devvvvs!

~4d ago

everyoneishappy: @overtones this would require 4D noise, which is possible but not implemented in Fieldtrip

~13d ago

overtones: Hi! SF2D has Time & DomainOffset inputs, but SF3D only DomainOffset. Is there a way to use Time in SF3D or it makes no sense? Thx

~16d ago

joreg: @SabrinaVerhage this could be useful for you next "hacking sex" workshop: https://buttplug.io they have a .NET nuget for use in vvvv!

~23d ago

ravazquez: Happy new year!

~24d ago

sunep: Happy new year everyone!

~27d ago

ggml: confirmed. thanks

~27d ago

david: @ggml fixed. please try again.