• Advertisement
  • entries
  • comments
  • views

D3D10 Fun

Sign in to follow this  


Direct3D 10 Development
I have been busily working on getting a few demos up and running in D3D10. All in all, I have to say that I like what I see so far. The changes that I have seen to the API all seem to be rooted in a logical basis and, although they take some getting used to, seem to be working out quite well with my thought processes. The Effect framework syntax is a little bit more verbose, and the input assembler stage is bit more strict than the old vertex declarations, but that is the way it should be anyways.

I especially like how they have abstracted the memory resources and how you access them (i.e. 'views'). It makes more sense to specify how a particular resource is going to be used when linking it to the pipeline than just setting a pointer (more or less the DX9 method) and hoping for the best! Anyhow, things are going pretty good and I am seriously considering writing a DX10 renderer to add to my engine (once I finish up some of my current projects...).

PIX Debugging
I also had a nice surprise while debugging one of my shaders this morning. Things weren't working correctly, so I fired up PIX to investigate what was really going on. After selecting 'debug this pixel' from a particular point in the back buffer, I was treated to a source level debugger interface! I was so used to the DX9 assembly debugging that I didn't even realize that DX10 had source level! I felt like I had suddenly warped from the early 1960's to modern times, and haven't stopped playing with the debugger since...
Sign in to follow this  


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Advertisement