# Direct3D 10 vs Direct3D 11

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I've been mostly familiar with OpenGL, but now I'm trying to learn how to work with Direct3D 11. At the moment I'm just going off of examples and tutorials I've found online. Unfortunately some of these are targeting D3D10 and others D3D11. I thought they would be fairly compatible, but now I'm somewhat confused about a few things.

1. I gather D3DXMATH is meant to die with D3D10? It's kind of annoying because I feel it's a bit easier to use and integrate with D3D than XNAMath (confusing name BTW!)

2. Are Effects no longer relevant with D3D11? Coming from OpenGL I have no real idea how widely used they were in D3D10, but they seem to be removed from D3D11, or at least somewhat deprecated. Should I even be using them in the first place?

3. Are Cbuffers supposed to be the way you pass all variables to shaders in D3D11, as opposed to effect variables?

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1. They're not updating the D3DX math library anymore, but it still works if you want to use it. DirectXMath (which is the new name for XNAMath) is just more modern, and is still being developed.

2. In D3D9 effects were part of D3DX. In D3D10 they moved to be part of the core API. In D3D11 they got moved out of both, and is distributed as source code that you can compile. Some people still use it, but from what I understand it has some bugs and there's no central repository for collecting anybody's bug fixes. They also removed a bunch of functionality for the D3D11 version.

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