![]() The primitive topology is now an explicit state (separated from the Draw call).A debug layer can be added to the device at creation time.API entry point name changes reflect the use of virtual GPU memory (Map() instead of Lock()).Stricter management of: resource access, device state, shader constants, shader linkage (inputs and outputs to shaders) between stages.Removal of CAPS bits - Direct3D 10's base feature set is guaranteed.The major differences in the Direct3D 10 API design are as follows: The Draw call ties the operations together the ordering of calls prior to the Draw call is arbitrary. Set input layout in Direct3D 10 (set vertex stream declaration in Direct3D 9).The process of rendering using the Direct3D 10 device is structurally similar to Direct3D 9. Overview of the Major Structural Changes in Direct3D 10 Mapping Texels to Pixels in Direct3D 10.Additional Direct3D 10 Differences to Watch For.User clip planes in HLSL on feature level 9 and higher.Direct3D 10 Shaders are Authored in HLSL.Input Assembler Layouts - Vertex Shader / Input Stream Linkage.Tricks for Quickly Resolving Application Build Issues.Direct Removal of Direct3D 9 Dependencies.Overview of the Major Structural Changes in Direct3D 10.For info about moving beyond Direct3D 10 to Direct3D 11, see Migrating to Direct3D 11. The outline below provides some insight to assist developers with Direct3D 9 experience to explore and relate to Direct3D 10.Īlthough the info in this topic compares Direct3D 9 with Direct3D 10, because Direct3D 11 builds on the improvements made in Direct3D 10 and 10.1, you also need this info to migrate from Direct3D 9 to Direct3D 11. The following page provides a basic outline of key differences between Direct3D 9 and Direct3D 10. ![]()
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