![]() The key to this is the concept of a “Feature Level” for devices which simplifies the old Direct3D 9 “sea of capabilities bits” to an increasingly capable group of level-sets for video hardware. ![]() In various forums and discussion threads of late, I’ve seen some confusion about the difference between “DirectX 11” the API and “DirectX 11” the class of video hardware. From the lessons of those years, the DirectX team took a very different approach for D3DX for DirectX 12, a.k.a. In other words it became an untenable mess of closed-source software that you couldn’t really avoid, rife with potential security risks, which had a complex servicing and deployment story. ![]() The library was it’s most “feature rich” with D3DX9 with helpers for sprite rendering, drawing text, 3D graphics linear algebra math, loading/saving textures in bitmaps, image resizing & format conversion, DXT texture codecs, tangent frame & mipmap generation, the HLSL compiler, an effects (FX) system, shader reflection, a model & animation system, and a slew of other technology projects such as progressive mesh (p-mesh), vertex cache optimization, isochart texture atlasing, and Precomputed Radiance Transfer (RPT) using Spherical Harmonics. A key design point for D3DX is that it’s not meant to be “required”, and started life as a way to simplify DirectX programming for new developers. ![]() D3DX) has a long and complex history, which has resulted in a lot of confusion for developers. ![]()
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