Members - Reputation: 1827
Posted 25 March 2013 - 07:57 PM
DirectX 11 vs. 11.1: For Windows 7 and Windows Vista, you can continue to use the same DirectX 11.0 APIs as always even with this update installed. The only thing you have to do is to install the updated SDK Debug Layers to restore D3D11_CREATE_DEVICE_DEBUG functionality. If you want to take advantage of some of the new DirectX 11.1 APIs now available on Windows 7 as well, you need to use the Windows 8.0 SDK with VS 2010 or VS 2012 rather than continuing to use the legacy DirectX SDK. See Where is the DirectX SDK? and DirectX SDKs of a certain age for details.
Edited by EddieV223, 25 March 2013 - 07:59 PM.
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Crossbones+ - Reputation: 1590
Posted 26 March 2013 - 01:23 AM
Oh, so Once I install Express Visual Studio 2012 I will also have DX11.1 which is the latest ?
That's right. DirectX SDK is now the part of Windows 8 SDK, which will be installed with Visual Studio, so you don't have to install anything by yourself and don't have to configure additional include folders in your project settings.
If you gonna use it, don't forget what I mentioned before about D3DX helpers (like D3DXVECTOR3, D3DXMATRIX, D3DXCreateEffectFromFile and others). Almost all of tutorials out there are based around using those helpers, but they are deprecated in Windows 8 SDK.
Crossbones+ - Reputation: 4664
Posted 26 March 2013 - 04:36 AM
noone is using the sound or input features of the SDK
Out of curiosity, why not?
I shouldn't have said no-one to be honest these API's however haven't changed since DX8 and in the case of the media extensions there are better alternatives(Bink, custom VP8 encoder/decoder) out there even for the Audio libs there are better options (Fmod and Wwise come to mind). MS recommends you not use DirectInput for mouse, keyboard or XInput Devices however as well which makes DirectInput of less use nowadays.