DirectX
IndirectX 10
Posted February 11th, 2008 by DavideA quick note to express an opinion on Direct3D 10.
It seems very focussed on static mesh rendering, but has no support for direct primitive rendering like OpenGL. So, once again I have to write a layer to be able to draw lines and polys for debugging and quick prototyping.
Direct3D 10 has this "state objects" concept, so now changing states has to be done either selecting different predetermined effect's "techniques" (a technique can select different states) or one has to change states by creating state objects for every combination... what a pain !
I've moved form vertex/pixel shaders to "effects". I still have to see how effects handle render targets with annotations, but it seems like a not very well defined matter. For one thing, nVidia's FX Composer 2 seems to be the better tool to building effects, but at the same time it doesn't support Direct3D 10.. geezz
As GPU programmability is improving, it feels restrictive to use Direct3D 10. Interfacing C++ with shaders is a pain.. but at the same time shaders make it very easy to write highly parallel code.
ummmmmmmm


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