Hello there!
A few years ago a friend of mine and me put together a basic 3D engine with a D3D9 renderer. Worked pretty well. Now, after a few years of doing other, unrelated work, we want to give D3D11 a try. Since our engine's design "expects" that we're able to enumerate what the graphics device is capable of (fairly closely to what the device caps in D3D9 describe), we'd like to be able to provide that info.
Is there something similar in Direct3D11? The only thing I found so far is the feature level, but that seems fairly unspecific..
Another question: I've read a bit about render targets and viewports in Direct3D11. Am I correct that, in D3D11, a render target basically consists of the resource and a corresponding view, telling the pipeline where and how to read / write data? As for viewports, it seems that, although the involved methods and structs of course look a bit different, the basic idea is the same as in D3D9 (i.e. basically it ends up being a part of the projection matrix and that's it). Is that correct, too?
Any help would be appreciated and thanks for reading.
matches81
Member Since 23 Feb 2005Offline Last Active Sep 12 2012 07:21 PM

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