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At long, long last.. I've gotten D3D10 working on Vista. I can now begin developing stuff.

I suspect my first task is going to have to be a test harness. The refrast runs at extremely low framerates - several seconds per frame, though in some cases it seems like we might be talking minutes - so the best way to test programs will be by recording the output as a video and then playing it back afterwards, as the guys at MS have been doing.

It also means that all of my demos will need to be non-interactive - cameras will have to move on predefined tracks and so on. That's not too big a deal. It might make things a bit easier - I can make all the simulations stateless, allowing me to render a frame for a completely arbitrary time.

I'll probably go for something that loads a given demo as a DLL, and provides the D3D10 device in a separate thread - that way I should have no trouble keeping the UI responsive while D3D is working.

When the harness is done I could probably release it to the public, if people are interested.
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I forgot to write down the details, but Ian Downs (DShow MVP) was describing a way of using DirectShow custom filters to write out bitmaps to a (un-)compressed AVI with minimal effort. Sounded like the perfect way to write out a non-realtime demo for playback later on...

Could always chase him up by email if you're interested.


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Hmm, I've played with custom DShow filters before. I wonder how neatly they're exposed under .NET and C#?

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