How different is DX10 vs DX9?

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24 comments, last by Monder 18 years ago
About the closest thing I can find is

D3DXMatrixRotationAxis() where you setup a D3DXVECTOR structure to tell it where you want to rotate but what about tranforms?
Thanks


edit
ok this should work
D3DXMatrixTranslation() :) what would be nice is a really good book that covers all DX9 and its features... Anyone have any suggestions? Thanks
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Quote:Original post by MARS_999
1. What is XNA? I am assuming this is for xbox360? So DX will stay on PC.
XNA is a fairly big new initiative and set of technologies - Microsoft.com/xna. Also have a read of this recent thread.

Quote:Original post by MARS_999
2. How do I translate a object on the screen to move it around in DX? I see so far there arent' functions to do this Translate(x,y,z) which is nice, but I don't see this on DX...
You'll need to use matrix transformations for this, it might not be immediately obvious but it is a very powerful and flexible technique. If you want further discussion on this sort of thing I'd recommend you start a new thread to get it the attention it deserves. Although I'd also suggest you read through the "programming guide" and the tutorials in the SDK first [wink]

hth
Jack

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Jack Hoxley <small>[</small><small> Forum FAQ | Revised FAQ | MVP Profile | Developer Journal ]</small>

Ok I looked at the XNA site, and seems like a good idea, but I could care less about coding for the xbox360. But what I don't see is what languages will XNA be in? C++ or C#? Any ideas on that. Thanks
Quote:Original post by MARS_999
But what I don't see is what languages will XNA be in? C++ or C#? Any ideas on that.
There is no answer to your question for just "XNA". "XNA Framework" (part of the bigger picture) is .NET/Managed code only - so C#, VB.Net etc... I don't know about MC++, but I suppose that would be possible. Other components such as "XNA Build" cover more than programming assets/tools, so it's a moot point there. "XNA Studio" is just a general tool from what I've seen - so again, not so specific to a language.

hth
Jack

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Jack Hoxley <small>[</small><small> Forum FAQ | Revised FAQ | MVP Profile | Developer Journal ]</small>

Hmm so as of now I may have to learn C# instead down the road? Also one quick question how do I reset the identity matrix? If I translate an object to xyz and want to start over again I should need to reset the identity matrix, and I am not sure if DX has these but some kind of pop/push matrix functions to remember the currect matrix and allow me to work somwhere else for a bit... Thanks this will be the last question for awhile. :)
Well AFAIK C# will be usable on the XBox 360 (or rather .net will be) so C# may gain popularity as a language for game development, but unmanaged code (i.e. C++) isn't going to stop being used in gamedev any time soon. Anyway if you know C++ picking up C# should be easy.

As for how to reset the identity matrix, you appear to be getting your terms confused as an identity matrix is a certain type of matrix that if you multiply any matrix by you get the matrix that you multiplied by it (i.e. if I is the identity matrix and A is any arbitrary matrix AI = A and IA = A).

You are correct that D3D has no matrix stack though IIRC D3DX does.

As to your question I would guess you instead intend to ask how can I set the model matrix to the identity? In which case the answer is to use the IDirect3DDevice9::SetTransform function passing in D3DTS_WORLD as the matrix type (first argument) and passing an identity matrix in as the second argument (you can generate this using D3DX, specifically the D3DXMATRIXIdentity function).

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