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Slaaitjuh

Directx 10 options vs DX9

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Hey you guys, first, hi! I am new here. My question is, i have been searching and reading through the documents of DX9 and 10 (well actually same doc but hey..). I cannot find anything about the differences of creating VertexBuffers and IndexBuffers. I do now know how it all works, but i am curious where all the flags went in dx10 that could be set in dx9. Example (c#):
		[Flags]
		public enum class Usage : Int32
		{
			None = 0,
			AutoGenerateMipMap = D3DUSAGE_AUTOGENMIPMAP,
			DepthStencil = D3DUSAGE_DEPTHSTENCIL,
			DoNotClip = D3DUSAGE_DONOTCLIP,
			Dynamic = D3DUSAGE_DYNAMIC,
			NPatches = D3DUSAGE_NPATCHES,
			Points = D3DUSAGE_POINTS,
			RenderTarget = D3DUSAGE_RENDERTARGET,
			WriteOnly = D3DUSAGE_WRITEONLY,
			SoftwareProcessing = D3DUSAGE_SOFTWAREPROCESSING,

			//Query usage
			QueryLegacyBumpMap = D3DUSAGE_QUERY_LEGACYBUMPMAP,
			QuerySrgbRead = D3DUSAGE_QUERY_SRGBREAD,
			QueryFilter = D3DUSAGE_QUERY_FILTER,
			QuerySrgbWrite = D3DUSAGE_QUERY_SRGBWRITE,
			QueryPostPixelShaderBlending = D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING,
			QueryVertexTexture = D3DUSAGE_QUERY_VERTEXTEXTURE,
			QueryWrapAndMip = D3DUSAGE_QUERY_WRAPANDMIP,
			QueryDisplacementMap = D3DUSAGE_DMAP,

			//Extensions
			R2VBTarget = RenderTarget | QueryDisplacementMap,
		};
i cannot find any of these options when trying to create a Buffer in dx10. Is there anyone that can point me in some direction in how i can use all these options or how this is all deleted and how this is a great thing .. :) Jan

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The resource model in Direct3D 10 has changed quite significantly - conceptually there are still vertex and index buffers but in practice they're just ID3D10Buffer's with a particular combination of flags.

Look up the D3D10_USAGE and D3D10_CPU_ACCESS_FLAG enumerations. Those cover pretty much all the possibilities for the old Usage enum.

hth
Jack

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i'll see how i can translate those differences in flags into what i need. So a combination of those 4 flags of dx10 can pretty much make all the options we had in dx9.

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