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Is DirectX 11 much different from DirectX 10?


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#1 mathacka   Members   -  Reputation: 122

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Posted 08 January 2013 - 01:32 AM

I own, "Introduction to 3D Game Programming with DirectX 10" by Frank D. Luna, is that a good book to start with. I havn't read it yet?

 

Is directX 11 much different from directX 10? I know everything is going to shaders now, even if I learn shaders in directx 10 will I be able to write in 11?



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#2 PwFClockWise   Members   -  Reputation: 218

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Posted 08 January 2013 - 02:37 AM

I learned DirectX 10 and had no problems going to the 11. There are a few changes and I haven't used it all too much really, but in DirectX10 you have a device that holds on to everything, while i Dx11 you have a device AND a deviceContext. They have pretty much split functionality of the device in DX10 into two. This, however, is no problem. It's really easy to learn.

When it comes to shaders I haven't really noticed any difference, except that the .fx file format isn't working anymore. At least I don't think it does. Now I just split files into .ps and .vs for pixelshader and vertexshader. The code itself to create shaders is the same, so no worries. 

You can learn the DX10. I've also used that book from Luna and it was a pretty good book. I find his code a bit confusing at times, but there are a lot of examples and downloadable content with source code and whatnot so I really liked the book.


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#3 mathacka   Members   -  Reputation: 122

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Posted 08 January 2013 - 02:59 AM

Thanks for the info!



#4 NightCreature83   Crossbones+   -  Reputation: 1177

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Posted 08 January 2013 - 05:33 AM

I learned DirectX 10 and had no problems going to the 11. There are a few changes and I haven't used it all too much really, but in DirectX10 you have a device that holds on to everything, while i Dx11 you have a device AND a deviceContext. They have pretty much split functionality of the device in DX10 into two. This, however, is no problem. It's really easy to learn.

When it comes to shaders I haven't really noticed any difference, except that the .fx file format isn't working anymore. At least I don't think it does. Now I just split files into .ps and .vs for pixelshader and vertexshader. The code itself to create shaders is the same, so no worries.

You can learn the DX10. I've also used that book from Luna and it was a pretty good book. I find his code a bit confusing at times, but there are a lot of examples and downloadable content with source code and whatnot so I really liked the book.
The FX file format has moved into a source repository in the DirectX SDK so that you can do modifications to it for your own use, but you can just compile a lib and link against it to get .fx files working again.

You can find the source here: <DX SDK Directory>\Samples\C++\Effects11 with solutions for VS as well.

Edited by NightCreature83, 08 January 2013 - 06:27 AM.

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#5 PwFClockWise   Members   -  Reputation: 218

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Posted 08 January 2013 - 05:57 AM

I learned DirectX 10 and had no problems going to the 11. There are a few changes and I haven't used it all too much really, but in DirectX10 you have a device that holds on to everything, while i Dx11 you have a device AND a deviceContext. They have pretty much split functionality of the device in DX10 into two. This, however, is no problem. It's really easy to learn.

When it comes to shaders I haven't really noticed any difference, except that the .fx file format isn't working anymore. At least I don't think it does. Now I just split files into .ps and .vs for pixelshader and vertexshader. The code itself to create shaders is the same, so no worries. 

You can learn the DX10. I've also used that book from Luna and it was a pretty good book. I find his code a bit confusing at times, but there are a lot of examples and downloadable content with source code and whatnot so I really liked the book.

The FX file format has moved into a source repository in the DirectX SDK so that you can do modifications to it for your own use, but you can just compile a lib and link against it to get .fx files working again.

Cool! I kinda prefer having it separate .ps and .vs files though, but good to know nonetheless! Thanks for the info.


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#6 Radikalizm   Members   -  Reputation: 2046

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Posted 08 January 2013 - 09:19 AM

<blockquote class="ipsBlockquote" data-author="NightCreature83" data-cid="5018993"><p>The FX file format has moved into a source repository in the DirectX SDK so that you can do modifications to it for your own use, but you can just compile a lib and link against it to get .fx files working again.<br /><br />You can find the source here: \Samples\C++\Effects11 with solutions for VS as well.</p></blockquote><br />This isn't true anymore for the latest Windows/DirectX SDK. The effects framework has been completely deprecated since the last SDK release, so I wouldn't rely on it anymore.




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