Linked by Eugenia Loli-Queru on Thu 17th Aug 2006 19:05 UTC
3D News, GL, DirectX DirectX10 is not just another version of DirectX. This version has been re-built from the ground up to change the way applications think about material management and load balancing between the CPU and GPU. D3D10, as also DirectX10 is called, takes advantage of the improved communication between the CPU and GPU and efficiently manages the data transfer between them. Screenshots included.
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bakanekov3
Member since:
2005-07-06

Sure you could do it yourself, but the whole point of the API is so that you don't. The idea is to simplify working with graphics and require hardware to support a certain minimum set of features.

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panzi Member since:
2006-01-22

I thought it's better to layer it that way:
hardware: implements GPU featurtes like shaders etc. (e.g. a geforce based card)
3d-api: is verthin and fast but abstracts the vendor specific hardware to a standard api (e.g. opengl od directx)
3d-engine: implements lots of cool stuff like certain pixle shaders (e.g. paralax mapping) and a scene graph etc. (e.g. irrlicht)
game-engine: implents physics and network code etc. (e.g. RABCAT)

There seemes to be some dissent on what the 3d-engine part should contain. Often its features are implemented in the game-engine, but MS what to implement some of its features in directx?

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