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Posted 11 September 2012 - 08:41 AM
I'm thinking about getting Frank Luna's book, Intro to Game Programming on DX11 but have a few concerns about it. Will the code only be optimized for DX11 hardware? I only have a DX10 compatible video card (Radeon HD 4670) which does great for the games I play. I know that newer versions of DirectX can support both DX 9 and 10 class hardware, but don't know if the code in the book would require a ton of re-work to get working right in my hardware.
Also, should I jump back with C++ or stick with C# and use SlimDX/Sharp DX instead? There don't seem to be many books on those frameworks.
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Posted 11 September 2012 - 08:46 AM
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Posted 11 September 2012 - 08:57 AM
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Posted 12 September 2012 - 04:26 AM
Don't worry, I'm doing the same as you. Re-writing my DX9 engine in DX11 on my laptop with an Radeon Mobility HD3650, using Frank Luna's DX11 book to help the upgrade. All I've needed to do with his code so far is to change the minimum feature level to D3D10, and change the effect files to compile the shaders as SM4.0 rather than SM5.0. I'm relatively early in the book with implementing all the demos, however they all work fine so far.
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Posted 28 September 2012 - 06:48 AM
if you want to get an introduction into graphics programming using dx11 get luna's book.
if you want to get comfortable with the dx11 API get Practical Rendering and Computation with Direct3D 11.
Both books are really good, but the first one is more focused on learning graphics programming, than learning the API. I think the second one would fit your needs better.