Sign in to follow this  
Hassanbasil

DX11 recommended DirectX10 book(s)

Recommended Posts

Hello everyone, I've been working on my little game engine using directx 9 for a while now, and, since 10 and 11 are out, i feel like im wasting my time on an old technology, the problem is that i only have directx 9 books, and i didn't find any directX 10 books available in my country, so anyone can recommend some books that can be bought from the internet, which can teach me the basics of directX 10 from scratch ? i've seen some good review over "Introduction to 3D Game Programming with DirectX 10 by Frank D. Luna", is it good, for directX10 beginners?, is there a recommended book for some advanced topics about directX10? Well, i've been wondering for some time now, is there a big difference between dx11 and 10? Thanks in advance

Share this post


Link to post
Share on other sites
"Introduction to 3D Game Programming with DirectX 10 by Frank D. Luna" its a great book to learn DirectX 10!!!

Then you can buy ShaderX books or the new GPU Pro.

Is there is a big difference between DX10 and 11. DirectX 11 supports hardware tessellation and other things, but most of the people still dont have GPU's that support DirectX 11

Share this post


Link to post
Share on other sites
Quote:
Original post by Aqua Costa
"Introduction to 3D Game Programming with DirectX 10 by Frank D. Luna" its a great book to learn DirectX 10!!!

Then you can buy ShaderX books or the new GPU Pro.

Is there is a big difference between DX10 and 11. DirectX 11 supports hardware tessellation and other things, but most of the people still dont have GPU's that support DirectX 11


how about the syntax and functions and stuff? like, if i learn dx10, and decide to go to 11, will i need to re-write the whole code, like going from 9 to 10? or there are minor differences?

I'm definitely going to buy Introduction to 3D Game Programming with DirectX 10, the index looks interesting.

Share this post


Link to post
Share on other sites
Quote:
Original post by mind in a box
There are some different things between 10 and 11, but mostly ID3D10Texture2D just becomes ID3D11Texture2D. Same with functions. No need for rewriting it all :)


Great, then i can switch to 11 whenever i'm ready.

By the way, DirectX10 only works on vista and above, with compatible graphics card, and DirectX11 only works on windows7 (and above) with compatible graphics cards

am i right?

Share this post


Link to post
Share on other sites

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

Sign in to follow this  

  • Forum Statistics

    • Total Topics
      628284
    • Total Posts
      2981831
  • Similar Content

    • By GreenGodDiary
      I'm attempting to implement some basic post-processing in my "engine" and the HLSL part of the Compute Shader and such I think I've understood, however I'm at a loss at how to actually get/use it's output for rendering to the screen.
      Assume I'm doing something to a UAV in my CS:
      RWTexture2D<float4> InputOutputMap : register(u0); I want that texture to essentially "be" the backbuffer.
       
      I'm pretty certain I'm doing something wrong when I create the views (what I think I'm doing is having the backbuffer be bound as render target aswell as UAV and then using it in my CS):
       
      DXGI_SWAP_CHAIN_DESC scd; ZeroMemory(&scd, sizeof(DXGI_SWAP_CHAIN_DESC)); scd.BufferCount = 1; scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT | DXGI_USAGE_SHADER_INPUT | DXGI_USAGE_UNORDERED_ACCESS; scd.OutputWindow = wndHandle; scd.SampleDesc.Count = 1; scd.Windowed = TRUE; HRESULT hr = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, NULL, NULL, NULL, D3D11_SDK_VERSION, &scd, &gSwapChain, &gDevice, NULL, &gDeviceContext); // get the address of the back buffer ID3D11Texture2D* pBackBuffer = nullptr; gSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer); // use the back buffer address to create the render target gDevice->CreateRenderTargetView(pBackBuffer, NULL, &gBackbufferRTV); // set the render target as the back buffer CreateDepthStencilBuffer(); gDeviceContext->OMSetRenderTargets(1, &gBackbufferRTV, depthStencilView); //UAV for compute shader D3D11_UNORDERED_ACCESS_VIEW_DESC uavd; ZeroMemory(&uavd, sizeof(uavd)); uavd.Format = DXGI_FORMAT_R8G8B8A8_UNORM; uavd.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2D; uavd.Texture2D.MipSlice = 1; gDevice->CreateUnorderedAccessView(pBackBuffer, &uavd, &gUAV); pBackBuffer->Release();  
      After I render the scene, I dispatch like this:
      gDeviceContext->OMSetRenderTargets(0, NULL, NULL); m_vShaders["cs1"]->Bind(); gDeviceContext->CSSetUnorderedAccessViews(0, 1, &gUAV, 0); gDeviceContext->Dispatch(32, 24, 0); //hard coded ID3D11UnorderedAccessView* nullview = { nullptr }; gDeviceContext->CSSetUnorderedAccessViews(0, 1, &nullview, 0); gDeviceContext->OMSetRenderTargets(1, &gBackbufferRTV, depthStencilView); gSwapChain->Present(0, 0); Worth noting is the scene is rendered as usual, but I dont get any results from the CS (simple gaussian blur)
      I'm sure it's something fairly basic I'm doing wrong, perhaps my understanding of render targets / views / what have you is just completely wrong and my approach just makes no sense.

      If someone with more experience could point me in the right direction I would really appreciate it!

      On a side note, I'd really like to learn more about this kind of stuff. I can really see the potential of the CS aswell as rendering to textures and using them for whatever in the engine so I would love it if you know some good resources I can read about this!

      Thank you <3
       
      P.S I excluded the .hlsl since I cant imagine that being the issue, but if you think you need it to help me just ask

      P:P:S. As you can see this is my first post however I do have another account, but I can't log in with it because gamedev.net just keeps asking me to accept terms and then logs me out when I do over and over
    • By noodleBowl
      I was wondering if anyone could explain the depth buffer and the depth stencil state comparison function to me as I'm a little confused
      So I have set up a depth stencil state where the DepthFunc is set to D3D11_COMPARISON_LESS, but what am I actually comparing here? What is actually written to the buffer, the pixel that should show up in the front?
      I have these 2 quad faces, a Red Face and a Blue Face. The Blue Face is further away from the Viewer with a Z index value of -100.0f. Where the Red Face is close to the Viewer with a Z index value of 0.0f.
      When DepthFunc is set to D3D11_COMPARISON_LESS the Red Face shows up in front of the Blue Face like it should based on the Z index values. BUT if I change the DepthFunc to D3D11_COMPARISON_LESS_EQUAL the Blue Face shows in front of the Red Face. Which does not make sense to me, I would think that when the function is set to D3D11_COMPARISON_LESS_EQUAL the Red Face would still show up in front of the Blue Face as the Z index for the Red Face is still closer to the viewer
      Am I thinking of this comparison function all wrong?
      Vertex data just in case
      //Vertex date that make up the 2 faces Vertex verts[] = { //Red face Vertex(Vector4(0.0f, 0.0f, 0.0f), Color(1.0f, 0.0f, 0.0f)), Vertex(Vector4(100.0f, 100.0f, 0.0f), Color(1.0f, 0.0f, 0.0f)), Vertex(Vector4(100.0f, 0.0f, 0.0f), Color(1.0f, 0.0f, 0.0f)), Vertex(Vector4(0.0f, 0.0f, 0.0f), Color(1.0f, 0.0f, 0.0f)), Vertex(Vector4(0.0f, 100.0f, 0.0f), Color(1.0f, 0.0f, 0.0f)), Vertex(Vector4(100.0f, 100.0f, 0.0f), Color(1.0f, 0.0f, 0.0f)), //Blue face Vertex(Vector4(0.0f, 0.0f, -100.0f), Color(0.0f, 0.0f, 1.0f)), Vertex(Vector4(100.0f, 100.0f, -100.0f), Color(0.0f, 0.0f, 1.0f)), Vertex(Vector4(100.0f, 0.0f, -100.0f), Color(0.0f, 0.0f, 1.0f)), Vertex(Vector4(0.0f, 0.0f, -100.0f), Color(0.0f, 0.0f, 1.0f)), Vertex(Vector4(0.0f, 100.0f, -100.0f), Color(0.0f, 0.0f, 1.0f)), Vertex(Vector4(100.0f, 100.0f, -100.0f), Color(0.0f, 0.0f, 1.0f)), };  
    • By mellinoe
      Hi all,
      First time poster here, although I've been reading posts here for quite a while. This place has been invaluable for learning graphics programming -- thanks for a great resource!
      Right now, I'm working on a graphics abstraction layer for .NET which supports D3D11, Vulkan, and OpenGL at the moment. I have implemented most of my planned features already, and things are working well. Some remaining features that I am planning are Compute Shaders, and some flavor of read-write shader resources. At the moment, my shaders can just get simple read-only access to a uniform (or constant) buffer, a texture, or a sampler. Unfortunately, I'm having a tough time grasping the distinctions between all of the different kinds of read-write resources that are available. In D3D alone, there seem to be 5 or 6 different kinds of resources with similar but different characteristics. On top of that, I get the impression that some of them are more or less "obsoleted" by the newer kinds, and don't have much of a place in modern code. There seem to be a few pivots:
      The data source/destination (buffer or texture) Read-write or read-only Structured or unstructured (?) Ordered vs unordered (?) These are just my observations based on a lot of MSDN and OpenGL doc reading. For my library, I'm not interested in exposing every possibility to the user -- just trying to find a good "middle-ground" that can be represented cleanly across API's which is good enough for common scenarios.
      Can anyone give a sort of "overview" of the different options, and perhaps compare/contrast the concepts between Direct3D, OpenGL, and Vulkan? I'd also be very interested in hearing how other folks have abstracted these concepts in their libraries.
    • By turanszkij
      If I do a buffer update with MAP_NO_OVERWRITE or MAP_DISCARD, can I just write to the buffer after I called Unmap() on the buffer? It seems to work fine for me (Nvidia driver), but is it actually legal to do so? I have a graphics device wrapper and I don't want to expose Map/Unmap, but just have a function like void* AllocateFromRingBuffer(GPUBuffer* buffer, uint size, uint& offset); This function would just call Map on the buffer, then Unmap immediately and then return the address of the buffer. It usually does a MAP_NO_OVERWRITE, but sometimes it is a WRITE_DISCARD (when the buffer wraps around). Previously I have been using it so that the function expected the data upfront and would copy to the buffer between Map/Unmap, but now I want to extend functionality of it so that it would just return an address to write to.
    • By mister345
      Trying to write a multitexturing shader in DirectX11 - 3 textures work fine, but adding 4th gets sampled as black!
      Could you please look at the textureClass.cpp line 79? - I'm guess its D3D11_TEXTURE2D_DESC settings are wrong, 
      but no idea how to set it up right. I tried changing ArraySize from 1 to 4, but does nothing. If thats not the issue, please look
      at the LightShader_ps - maybe doing something wrong there? Otherwise, no idea.
          // Setup the description of the texture.
          textureDesc.Height = height;
          textureDesc.Width = width;
          textureDesc.MipLevels = 0;
          textureDesc.ArraySize = 1;
          textureDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
          textureDesc.SampleDesc.Count = 1;
          textureDesc.SampleDesc.Quality = 0;
          textureDesc.Usage = D3D11_USAGE_DEFAULT;
          textureDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
          textureDesc.CPUAccessFlags = 0;
          textureDesc.MiscFlags = D3D11_RESOURCE_MISC_GENERATE_MIPS;
      Please help, thanks.
      https://github.com/mister51213/DirectX11Engine/blob/master/DirectX11Engine/Texture.cpp
       
  • Popular Now