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-+NV PerfHUD and Direct3D 10.1
512 days ago
As nvidia doesn’t have Direct3D 10.1 compatible hardware yet it isn’t a surprise that PerfHUD doesn’t support this updated Version. This includes the case were the Direct3D 10.1 runtime is only used to create a 10.1 techlevel device. Therefore it is necessary to create Direct3D 10.0 devices with the Direct3D 10.0 runtime if you still want to use PerfHUD. This might not a big deal anyway as the same code is required if the application should run on Vista without installed Service Pack. But there is another problem. If you use DXGI to enumerate over the adapters and pass them to D3D10CreateDevice1 to check if Direct3D 10.1 is supported you risk an access violation. IDXGIAdapter* pAdapter; int AdapterID = 0;   while (m_pFactory->EnumAdapters (AdapterID, &pAdapter) == S_OK) {       D3D10_DRIVER_TYPE driverType = D3D10_DRIVER_TYPE_HARDWARE;         DXGI_ADAPTER_DESC Desc;         if (pAdapter->GetDesc ...
-+Time goes by
683 days ago
And sometimes it goes really fast. Unfortunately I could not finish any of my part time projects last year. But it seems that other people have trouble with their projects, too. While the release date for the OpenGL 3.0 specification is still a big secret the Alky Project (Direct3D 10 for Windows XP) is official near dead. The project is now open source but it seems that neither the wine developers nor the team from ReactOS are interested in. Not surprising if you look at the code. It is hard to tell what they have done there after this alpha release some time ago. Personally I will wait for a working OpenGL 3.x implementation before I touch this Direct3D 10 for Windows XP thing again. This will hopefully give me some time to work on my managed Direct3D library or doing some work on my Direct3D 10/10.1 compatible software rasterizer. I know that software rasterizer projects sound a little bit retro today. But with the mass availability of multi core CPUs it got a new interesting ...
-+DirectX November 2007 SDK
761 days ago
Download Based on the new distribution interval it is three month after the last SDK. For Direct3D there are only minor changes: The fragment linker and the constant table can now requested as large address aware with two new flags (D3DXFRAGMENT_LARGEADDRESSAWARE; D3DXCONSTTABLE_LARGEADDRESSAWARE) and two new functions that can handle these flags (D3DXGetShaderConstantTableEx; D3DXCreateFragmentLinkerEx) The XACT Engine is upgrade to version 2.10 and therefore use new GUIDs. Additional there is a new XACT 3 Engine that got complete new headers. XAudio2, as still in BETA, get’s some heavy reworked headers. For both sound APIs there is   an additional supplement called “Audio Processing Objects” (XAPO). The documentation includes a new section about the DDS format and what have changed there for Direct3D 10.
-+Time for an update
778 days ago
I had some busy days at work and therefore less time for my spare time projects than usual. My managed Direct3D wrapper over at codeplex is still not fully complete but already usable. Nvidia decided to use it for an upcoming version of FXComposer for the Direct3D 9 and 10 part. I am not sure when I will add the missing stuff as I don’t have any feedback if someone needs it.   Beside of this I am finally start working on my universal Direct3D solution. Hopefully I can make the first checkins over the next weekend. I had hoped I can play a little bit around with OpenGL3.0 but unfortunately there is still no sign of the specification or a driver. There is although no more sign of life from the alky project. But Wine was able to get some code from the Summer of Code project. Mostly only nonfunctional stubs but at least something that could be used as a base. With the summer my first DirectX MVP year ends, too. As I was awarded again I had the chance to be part ...
-+D3D10_FEATURE_LEVEL_9_0
820 days ago
Time runs fast if you are busy. It’s is more than a month since my last entry and at least two months to wait for the next DirectX SDK.   In the mean time I am doing some work on my codeplex project. The biggest hole is still the Direct3D9 part but it gets some updates lately. But I am although adding some code for Direct3D9Ex and the upcoming Direct3D 10.1.   An interesting aspect of Direct3D 10.1 is that you can create a D3D10.1 device even on Direct3D 10.0 Hardware. The new functions will not work and therefore we got some kind of a caps system back. But instead of many bits and values there is only a global enumerator. The D3D10_FEATURE_LEVEL1 value that need to provided during device creation   select the feature set .   Currently there are two values : D3D10_FEATURE_LEVEL_10_0 and D3D10_FEATURE_LEVEL_10_1 . There is no D3D10_FEATURE_LEVEL_9_0 but from the technical point of view it would not impossible to write a Direct3D 10 ...
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