Beginning DirectX11 Game Programming
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DirectX11 or 10 made a big change comparing to DirectX9
The fixed-function pipeline was removed in DirectX10, and totally replaced by programmable shaders. Comparing to DirectX10, DirectX11 add some new features:
- General-purpose computing on the GPU(DirectCompute)
- True mult-threaded rendering
- New hardware tessellation
- Shader Model 5.0, object-oriented programming
- BC6 compression HDR images, BC7 compression for LDR images
- Increased texture resolution sizes
If you checked some new versions samples, you will find that they made huge change for the API. So if you want to port your old-version (like D3D9) with the latest one, you have to re-write the Graphic process interface for your game. If you were family with D3D9 before, you will get touch with D3D11 very easily, the basic fundamental concept still there.
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DirectX11 Samples
Those are some samples from the book <Beginning DirectX11 Game Programming> which will give you a good start.
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The full source code could be downloaded from here.
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Something More
Here are some questions that I uncounted when I tried to use the DirectX11 SDK.
- Error code: S1023 when trying to install DirectX on Win7
Solution:
Control Panel>Program & Features and uninstall all the
Microsoft Visual C++ 2010 x86/x64 redistributable - 10.0.(number over 30319) then try to install again.
- Failed to create DirectX11 device with flag "D3D11_CREATE_DEVICE_DEBUG".
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