DirectX SDK - (October 2006)

DirectX SDK - (October 2006)

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Citat:Overview
This DirectX SDK release contains updates to tools, utilities, samples, Documentation, and runtime debug files for x64 and x86 platforms. This release also include a public pre-release of Microsoft Cross-Platform Audio Creation tool, Managed Direct Code (2.0 CLR), and Direct3D 10.

It also continues to include the DirectX Runtime and Redistributable.

For additional information please see Microsoft DirectX Developer Center along with reviewing the Readme for last-minute updates.

System Requirements
Supported Operating Systems: Windows Server 2003; Windows Server 2003 R2 (32-Bit x86); Windows Server 2003 R2 Datacenter Edition (32-Bit x86); Windows Server 2003 R2 Datacenter x64 Edition; Windows Server 2003 R2 Enterprise Edition (32-Bit x86); Windows Server 2003 R2 Enterprise x64 Edition; Windows Server 2003 R2 Standard Edition (32-bit x86); Windows Server 2003 R2 Standard x64 Edition ; Windows Server 2003 R2 x64 editions; Windows Server 2003 Service Pack 1; Windows Server 2003 x64 editions; Windows Server 2003, Datacenter Edition (32-bit x86); Windows Server 2003, Datacenter x64 Edition; Windows Server 2003, Enterprise Edition (32-bit x86); Windows Server 2003, Enterprise x64 Edition; Windows Server 2003, Standard Edition (32-bit x86); Windows Server 2003, Standard x64 Edition; Windows Server 2003, Web Edition; Windows Small Business Server 2003 ; Windows XP; Windows XP 64-bit; Windows XP Home Edition ; Windows XP Home Edition N; Windows XP Media Center Edition; Windows XP Professional Edition ; Windows XP Professional N; Windows XP Professional x64 Edition ; Windows XP Service Pack 1; Windows XP Service Pack 2; Windows XP Starter Edition; Windows XP Tablet PC Edition
Using Managed DirectX ( MDX ) requires both Visual Studio .NET and the .NET framework for development. To run MDX .NET applications, you must install the .NET Framework.

Additional Information
Primary areas of concentration for update have been with the updates to the beta components for Direct3D 10, Managed for 2.0, and XAct. The included developer runtimes and the DirectX Redistributable have also been updated to include the latest updates (DirectX).


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Dopuna: 13 Maj 2006 21:02

Citat:Features Added in the April 2006 DirectX SDK:

* Tools
* Direct3D 10 Technology Preview
* Windows Vista Game Explorer (Beta)
* XInput
* Microsoft Cross-Platform Audio Creation Tool (XACT)
* Technical Article Updates

Tools
PIX

Texture/Surface viewing support has been improved.

* Use the texture viewer to select which mip level/face/texture to view
* View image channels separately or together using the channel(s) combo box
* Adjust image brightness and contrast, and see high-dynamic range image information using the channel levels control
* The depth and stencil channels are viewed via the Render tab, or by viewing depth/stencil surfaces directly

Vertex/Index Buffer Viewing Support

* The contents of vertex buffers and index buffers can now be displayed, using a user-specifiable format

Improved Direct3D10 support

* ID3D10Device state can be viewed
* ID3D10StateBlock contents can be viewed
* ID3D10Buffer contents can be viewed
* ID3D10Texture contents can be viewed in more ways

D3DX9 Improved UVAtlas Partitioning Algorithm

In this version of D3DX9, the UVAtlas partitioning algorithm has been significantly improved to produce better results (including fewer charts) for a given stretch threshold.

The new algorithm in April is more computationally intensive, so the UVAtlas API's will revert to the previous algorithm for input meshes with more than 25,000 faces. The new algorithm also does not support signal specialized parameterization, so if IMT is specified, the old algorithm is always used.

Additional user control over performance vs. quality, as well as support for signal-specialized parameterization, is planned for a future release.
Direct3D 10 Technology Preview

The Direct3D 10 Technology Preview showcases the newest set of graphics API's for games and other high-performance multimedia applications on next-generation graphics hardware. This technology preview provides reference material, conceptual content, developer libraries, tutorials and samples that demonstrate how to use Direct3D 10. Additional content will provided in upcoming SDK releases.

Samples and applications built with the Direct3D 10 Technology Preview in the April 2006 DirectX SDK require the Windows Vista February 2006 CTP to run. The Windows Vista February 2006 CTP is available to MSDN subscribers.

The D3D10 libraries in the April 2006 DirectX SDK (Reference Rasterizer, Debug Layer, D3DX10) are unchanged from the Direct3D 10 February 2006 Tech Preview Update in the February 2006 DirectX SDK. New samples have been added in this release. Developers can expect a series of changes to arrive in subsequent SDK's.

For known limitations of this Technology Preview, refer to the Microsoft DirectX SDK ReadMe.

This documentation set is intended for developers using the C/C++ programming language.
HLSL Shader Compilation

In the Direct3D10 February 2006 Tech Preview, a preview version of the new HLSL compiler targeting downlevel (Direct3D9) shader models was included. The compiler preview has been updated this SDK with a series of shader-code-generation improvements.

Using FXC10.exe included in this SDK, you can try out the new HLSL compiler (with new language features such as Improved Flow Control Management) on Shader Model 3.0 and below. Keep in mind that not all HLSL optimizations and new features are active in this release. Generated shaders will not be fully optimized.
Samples

A new sample illustrating displacement mapping on dynamic objects using geometry-shader prism extrusion and pixel-shader raytracing has been added. This technique adds significantly more surface and silhouette detail to an object, and is scalable across levels-of-detail.

A new sample illustrating multi-stream rendering has been added. This sample supports both Direct3D 9 and Direct3D 10. The Direct3D 10 version also illustrates multi-stream rendering with multiple index buffers.
General Information

For more information on the Direct3D10 April 2006 Technology Preview, see the Direct3D 10 documentation. For known limitations of this Technology Preview, refer to the Microsoft DirectX SDK ReadMe.
To access the Direct3D 10 documentation, click the Start Menu, choose All Programs, Microsoft DirectX SDK (April 2006), and select "Documentation for Direct3D 10". To access the ReadMe, click the Start Menu, choose All Programs, Microsoft DirectX SDK (April 2006), and select "Microsoft DirectX SDK ReadMe".
Windows Vista Game Explorer (Beta)

The Windows Vista Game Explorer documentation has been updated for April with new information about using the Game Definition File Editor.
To access the Game Explorer documentation, click the Start Menu, choose All Programs, Microsoft DirectX SDK (April 2006), and select "Documentation for Game Explorer".
XInput

The XInput API has been updated with the following features for this release:

* Support for arcade sticks and wheel controls through subtypes.
* A new function, XInputEnable, which can activate or deactivate XInput processing to respond to focus change events.

Additionally, the name of the XInput DLL has been changed to XInput1_1.dll.
Microsoft Cross-Platform Audio Creation Tool (XACT)

XACT has been updated for April with the following new feature:

* The Prepare and Play methods of the IXACTSoundBank interface have been updated to support seeking to a specified time offset for playback.

Technical Article Updates

A variety of new articles have been added to the SDK:

* 64-bit programming for Game Developers
* Optimizing DVD performance for Windows Games
* Patching Methods in Windows XP and Vista
* Taking Advantage of High DPI Mouse Movement
* Top Tools and Techniques for Making More Robust Windows Games


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e jos kada bi se umeo integrisati u VS2005............



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Integrise se u VS2005... ali samo u verziju koja se placa. Express korisnici moraju sve sami da podese Smile

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Srki_82 ::Integrise se u VS2005... ali samo u verziju koja se placa. Express korisnici moraju sve sami da podese Smile

Burazer mi kaze da se kod njega nije integrisalo, samo u 2003. Ja jos nisam probao......trenutno mi ne treba.....radim nesto sa SDL-om.

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Moze li da se integrise u DevC++ ili u nesto drugo?
Ipak je to u C++, zar ne?

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  • Pridružio: 12 Jul 2005
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Citat:What's New in the October 2006 DirectX SDK

This version of the DirectX SDK contains the following new features, tools, and documentation.

PIX: HLSL Shader Debugging in Direct3D 9

Using PIX, you can now debug HLSL pixel shaders and vertex shaders in the context of your game. The shader debugger can be started from either the pixel history view or from the mesh viewer. Using the debugger, you can step through the code (forward and backward), stop on the cursor or user-set breakpoints, and add highlights to syntax to make the code easier to read.

Preview Release of the new HLSL Shader Compiler for Direct3D 9 Targets

This release has a beta version of d3dx9d_31_beta.dll that includes the Direct3D 10 HLSL compiler enabled for Direct3D 9 targets (shader models 2.0 and later). The new compiler has no support for 1_x targets. This debug-only DLL allows developers to utilize the new Direct3D 10 HLSL compiler for their Direct3D 9 shaders, and will become the default compiler for all Direct3D shaders. Please try the new compiler by building your application with d3dx9d_31_beta.dll instead of d3dx9d_31.dll.

For developers using Direct3D 9, the beta DLL provides a programmatic way of using the shader compiler, FXC10.exe, that ships as part of the Direct3D 10 Technology Preview.

It is important to note that this library is still in the beta stage of development. If you have any questions, bugs reports, or feedback, please contact directx@microsoft.com.

Usability Improvements in XACT

Several usability features have been added to XACT. One such notable feature is that waves in a wavebank that are unused by any sounds are highlighted in red and italics, making it easy to identify those waves that can be removed.

Improved Control of Chart Quality Using UVAtlas Functions

The Direct3DX DLL has been updated with several improvements. Notably, both D3DXUVAtlasCreate and D3DXUVAtlasPartition now have an additional parameter, dwOptions, that allows developers to control the quality of the generated charts. The file name of the updated DLL is d3dx9_31.dll.

XInput

The XInput DLL has been updated with a new function, XInputGetKeystroke. This function provides a more general way of getting input data than using XInputGetState. Additionally, the file name of the updated DLL is xinput1_3.dll.

Known Issues with the October 2006 SDK

Managed DirectX 2.0 Beta Removed

In the October 2006 SDK, the Managed DirectX 2.0 Beta has been removed and is no longer supported. There are two distinct paths for developers migrating from Managed DirectX 2.0.

If you are currently using Managed DirectX 2.0 for tool, editors, or other applications that require specific Direct3D, Direct3DX, DirectSound, or DirectInput functionality, you should migrate to the Managed DirectX 1.1 runtime. Managed DirectX 1.1 is completely compatible with the .NET Framework 2.0 and will not require you to change the version of the CLR.

If you are planning to release a game using the .NET Framework, it is recommended that you adopt XNA Game Studio Express, currently in beta. XNA Game Studio Express uses the XNA Framework which is very similar to Manged DirectX in many respects. XNA Game Studio Express is scheduled for release before the end of 2006. This first release is targeted at hobbyists developers and students.

If you have any questions, comments, and/or concerns please contact xna@microsoft.com.

DirectX Control Panel Removed from the Microsoft Control Panel

In the August 2006 and later SDKs, the DirectX® Control Panel has been removed from the Microsoft® Control Panel. You can now find the DirectX Control Panel in the Start menu under All Programs, Microsoft DirectX SDK, DirectX Utilities. In addition, the control panel executable has been renamed from directx.cpl to dxcpl.exe; it can be found in both the %DXSDK_DIR%\utilities\bin\x64 and %DXSDK_DIR%\utilities\bin\x86 folders.

Signature Change: D3DXUVAtlasCreate and D3DXUVAtlasPartition

In the October 2006 SDK, a new parameter, dwOptions, was added to D3DXUVAtlasCreate and D3DXUVAtlasPartition. This parameter allows developers to control the quality of the generated charts.

Preview Version of the New HLSL Shader Compiler for Direct3D 9 Targets: No Support for 1.x Pixel Shader Targets

The October 2006 SDK includes d3dx9d_31_beta.dll. This debug DLL includes the Direct3D 10 HLSL compiler enabled for Direct3D 9 targets (shader models 2.0 and later). The new compiler has no support for 1.x pixel shader targets. In a future release, the new compiler will become the default for Direct3D 9. As a result, all developers are encouraged to author their shaders in HLSL and use shader models 2.0 and higher.

The new compiler exposed through the beta DLL also has the following issues:

* Using the cbuffer or technique10 keywords in shader model 3.0 or lower will cause the shader to not compile.
* Using asm_fragment blocks is not supported by the beta DLL. Compilation of shaders or effects containing these statements will fail.

These issues will be fixed in a future release of the SDK.

Direct3D 10 Technology Preview

Windows Vista RC1 Is Required for the Direct3D Technology Preview

The October 2006 Direct3D® 10 Technology Preview is only supported on Windows Vista™ RC1 (build 5600).

Direct3D HLSL Compilation Issues

In the August 2006 and later SDKs, there are several issues related to the new HLSL compiler, fxc10.exe:

* The Direct3D 9 compatibilty mode (D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY) is not fully implemented.
* Because only a subset of HLSL optimizations and new features are active in this release, generated shaders will not be fully optimized.
* The /Op switch doesn't work.

These issues will be fixed in a future release of the SDK.

Displacement Mapping Sample Renders Incorrectly

In the October 2006 SDK, the Displacement Mapping sample for Direct3D 10 renders incorrectly due to a bad displacement map texture. This issue will be fixed in a future release of the SDK.

Per-Sample Readback of MSAA Render Targets in the Shader Not Supported in the Reference Rasterizer

In the August 2006 and later SDKs, per-sample readback of MSAA render targets in the shader is not yet supported by the Direct3D 10 reference rasterizer. This issue will be fixed in a future release of the SDK.

DXGI: Cross-Process Shared Surfaces Not Supported in the Reference Rasterizer

In the August 2006 and later SDKs, cross-process shared surfaces are not supported when using the Reference Rasterizer. This issue will be fixed in a future release of the SDK.

PIX for Windows

In the August 2006 and later SDKs, PIX has the following issues:

* Direct3D 10 API rendering requires Direct3D 10 to be installed on the system. However, even if it is not installed on the system, the Direct3D object table and event pane will still work.
* Some of the advanced features of the surface viewer in the PIX detail pane require a minimum of shader model 2.0 hardware.
* PIX currently does not capture D3DX10 API calls. The Direct3D 10 API calls that the D3DX10 APIs make will be captured and can be replayed.
* The pixel history feature does not currently support point, line, and instancing primitive types, which will be supported in a future release. Pixel history currently only works on non-multisampled render targets but support for multisampling will be added in a future release.
* You cannot view Direct3D objects from the context menu until they are valid. To make an object valid, select an event in the render pane (or any other detail pane) after the object is created.
* The "Modify D3D Device," "Modify Draw Calls," and "Save Device State" actions do not yet work for Direct3D 10 devices.
* For applications that use Direct3D 10, full stream capture only works when the trigger is "Program Start."
* PIX no longer supports the capture of D3DX9 calls in applications that link to the static version of D3DX9 but PIX will continue to capture the D3D API calls that the D3DX API makes.



Microsoft Cross-Platform Audio Creation Tool (XACT)

In the August 2006 and later SDKs, the Microsoft Cross-Platform Audio Creation Tool (XACT) has the following issues:

* The XACT GUI is not yet supported in Windows Vista.
* The XACT Authoring Tool is still in beta for this release. (The XACT engine is release quality and is included in the DirectX redistributable package.)
* The XACT Authoring Tool requires administrative privileges to run.
* Looping sounds with multiple tracks will get out of sync over time if some tracks have multiple variations and others don't.

Shader Debugging in Visual Studio 2005

In the August 2006 and later SDKs, the shader debugging functionality of the DirectX Extensions for Visual Studio® does not work with Visual Studio 2005. (Syntax highlighting continues to work with Visual Studio 2005.)

XInput

When XInputGetState is used to retrieve controller data, the left and right triggers are each reported separately. For legacy reasons, when DirectInput® retrieves controller data, the two triggers share the same axis. The legacy behavior is noticeable in the current Game Device Control Panel, which uses DirectInput for controller state.


Download: http://www.microsoft.com/downloads/details.aspx?Fa.....ang=en#new

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