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October 27 DirectX November 2007 SDKBased on the new distribution interval it is three month after the last SDK. For Direct3D there are only minor changes: The fragment linker and the constant table can now requested as large address aware with two new flags (D3DXFRAGMENT_LARGEADDRESSAWARE; D3DXCONSTTABLE_LARGEADDRESSAWARE) and two new functions that can handle these flags (D3DXGetShaderConstantTableEx; D3DXCreateFragmentLinkerEx) The XACT Engine is upgrade to version 2.10 and therefore use new GUIDs. Additional there is a new XACT 3 Engine that got complete new headers. XAudio2, as still in BETA, get’s some heavy reworked headers. For both sound APIs there is an additional supplement called “Audio Processing Objects” (XAPO). The documentation includes a new section about the DDS format and what have changed there for Direct3D 10. October 10 Time for an updateI had some busy days at work and therefore less time for my spare time projects than usual.
My managed Direct3D wrapper over at codeplex is still not fully complete but already usable. Nvidia decided to use it for an upcoming version of FXComposer for the Direct3D 9 and 10 part. I am not sure when I will add the missing stuff as I don’t have any feedback if someone needs it. Beside of this I am finally start working on my universal Direct3D solution. Hopefully I can make the first checkins over the next weekend.
I had hoped I can play a little bit around with OpenGL3.0 but unfortunately there is still no sign of the specification or a driver. There is although no more sign of life from the alky project. But Wine was able to get some code from the Summer of Code project. Mostly only nonfunctional stubs but at least something that could be used as a base.
With the summer my first DirectX MVP year ends, too. As I was awarded again I had the chance to be part of this group of nice people for another year. |
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