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AdamWebb

OpenGL Bothering with Fixed Function

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I've been reading through the early Documentation for Direct3D 10 and in the 'Direct3D 9 to Direct3D 10 Considerations' section, it states that any usage of the Fixed Function Pipeline in D3D9 Apps should be replaced by Vertex and Pixel shaders given the architectural changes made in D3D10. As someone who hasn't really done much in-depth work with either versions of Direct3D - I've always used OpenGL for 3d work - should I bother learning about Direct3D 9's fixed function pipeline, or should I just go straight into using HLSL for all rendering purposes?

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You'll be doing yourself a favour to skip over the FFP. Call it a case of being "forward looking" [smile]

You might be interested in these two recent threads:
Using Vertex Shaders instead of fixed function for entire engine a good idea?
Should new D3D tutorials include tutorials on FFP, or drop it?

As is covered in those threads - if you base ALL your rendering on the effects framework you can still use the FFP as a fallback (or, until you learn the equivalent in shaders) but also be ready for current/next-gen technologies and API's.

hth
Jack

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Quote:
...Call it a case of being "forward looking"


That's what I thought. Thanks for the Advice!

[Edited by - AdamWebb on January 29, 2006 9:23:57 AM]

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