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Windows 7 & Directx9 ?
Quote:Original post by flobadob
...and Ogre3D is a wrapper around whatever you like so no problems there either.
Because Ogre3D is the pinnacle of software engineering. I mean, hell why doesn't Microsoft just ditch DirectX and use Ogre3D and OpenGL!
Well this thread has gotten a bit silly. It's turned into a slagging match. I made a comment about my annoyance at being forced to rewrite perfectly good code just to keep up with frequent OS / DX changes and now I'm accused of being a Microsoft hater, unpractical, unprofessional, whining and ranting. It's really a bit of overkill. There have been some intelligent replies and I thank you for them (Evil Steve, a2ps).
Quote:Original post by flobadobThe Microsoft hater comments are probably because of your use of "M$" [smile]
Well this thread has gotten a bit silly. It's turned into a slagging match. I made a comment about my annoyance at being forced to rewrite perfectly good code just to keep up with frequent OS / DX changes and now I'm accused of being a Microsoft hater, unpractical, unprofessional, whining and ranting. It's really a bit of overkill. There have been some intelligent replies and I thank you for them (Evil Steve, a2ps).
The point is that you don't have to rewrite anything - it should all be backwards compatible. If you want to take advantage of new features (E.g. Geometry shaders), then you'll have to upgrade; but that's expected really.
Oops - I didn't realise that M$ was offensive. I recently upgraded a heap of dx7 3d code to work with dx9 interfaces just so that our software would work with vista. It sounds like the dx9 code will still work with windows 7 (since it ships with dx10.1). Hopefully when dx11 comes out the dx9 compatability on windows 7 will remain. Otherwise I will have to write a dx11 interface also.
I thought Windows 7 was going to ship with DirectX 11?
Anyway just my 2 cents: if you move to a version higher than DirectX 9, directly go for 11, 10 would be a waste of time.
You might want to wait a bit longer to use it though if you want an effect system, since it's not in the SDK yet :)
Anyway just my 2 cents: if you move to a version higher than DirectX 9, directly go for 11, 10 would be a waste of time.
You might want to wait a bit longer to use it though if you want an effect system, since it's not in the SDK yet :)
Quote:Original post by flobadobDX7 code should work fine too - DX is backwards compatible. All calls to DX7 functions get routed through to the DX9 driver, so IHVs just need a D3D9 and D3D10 driver path (Not sure how D3D11 comes in here though).
Oops - I didn't realise that M$ was offensive. I recently upgraded a heap of dx7 3d code to work with dx9 interfaces just so that our software would work with vista. It sounds like the dx9 code will still work with windows 7 (since it ships with dx10.1). Hopefully when dx11 comes out the dx9 compatability on windows 7 will remain. Otherwise I will have to write a dx11 interface also.
Quote:DX7 code should work fine too - DX is backwards compatible. All calls to DX7 functions get routed through to the DX9 driver, so IHVs just need a D3D9 and D3D10 driver path (Not sure how D3D11 comes in here though).
I thought compatibility was dropped every 2 versions? Do you think a dx7 exe will work in a system with dx9 installed? Our dx7 application used d3drm.dll and retained mode was dropped completely. We can actually get our old dx7 code to work on vista but that requires copying over d3drm.dll which breaks licensing (you have to install the whole of dx, you can't just install the libs you really need). I know vista has a dx9 capability (which is why I recently upgraded the code to dx9) but not sure about windows 7. Hopefully it's ok. Maybe what you say about backward compatibility it true but hopefully retained mode is the only exception.
Quote:Original post by flobadobAh, I'm not sure about retained mode. Although, you should be installing the DX runtimes as part of your installer anyway - in which case d3drm.dll will be installed as well surely? If you don't install the DX runtimes as part of your installer, your app won't work on a lot of PCs.
I thought compatibility was dropped every 2 versions? Do you think a dx7 exe will work in a system with dx9 installed? Our dx7 application used d3drm.dll and retained mode was dropped completely. We can actually get our old dx7 code to work on vista but that requires copying over d3drm.dll which breaks licensing (you have to install the whole of dx, you can't just install the libs you really need). I know vista has a dx9 capability (which is why I recently upgraded the code to dx9) but not sure about windows 7. Hopefully it's ok. Maybe what you say about backward compatibility it true but hopefully retained mode is the only exception.
Quote:Ah, I'm not sure about retained mode. Although, you should be installing the DX runtimes as part of your installer anyway - in which case d3drm.dll will be installed as well surely? If you don't install the DX runtimes as part of your installer, your app won't work on a lot of PCs.
We do include dx runtime with our app but you can't install dx 7 (or 8) runtimes on vista.
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