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Visual studio 2010 d3dx9.lib
Visual studio 2010 d3dx9.lib










visual studio 2010 d3dx9.lib
  1. #Visual studio 2010 d3dx9.lib code#
  2. #Visual studio 2010 d3dx9.lib windows#

Just rename the folder adding in front of it a underscore:Ĭ:\Program Files (x86)\_Microsoft DirectX SDK (June 2010)

#Visual studio 2010 d3dx9.lib windows#

I'm sure that it's a conflict between DirectX SDK and Windows SDK.įor me it's: C:\Program Files (x86)\Microsoft DirectX SDK (June 2010) Thanks all for your kind words it's a D3D call defined in d3dcompiler.h GFX->setupGenericShaders(GFXDevice::GSTexture) //Now also DirectX use shaders without FFPįor DirectX11 situation, I'll start a new thread. GFX->setupGenericShaders(GFXDevice::GSTexture) With the actual DirectX9 implementation, the situation should be:

#Visual studio 2010 d3dx9.lib code#

So if the community want to merge this part of code with Luis' work, it will be very easy because from high-level GFX layer you just need to make the same calls that Luis already do for OpenGL. To remove fixed pipeline, I've used the same method used by Luis Anton Rebollo.

visual studio 2010 d3dx9.lib

(You can also remove d3d9.lib input linker because since this is Microsoft specific code, I've included it from #pragma directive inside *.cpp) So, to try this patch, remove from linker input d3dx9.lib and dxerr.lib and DX_SDK includes to avoid conflicts and errors during compile/link. You just need Visual Studio with its windows SDK.Įverything is inside d3d9.h/d3dcompiler.h -> d3d9.lib/d3dcompiler.lib With this patch, you don't need DirectX SDK installed anymore. Removed fixed pipeline (deprecated by Microsoft since DX10) Some performance improvement (especially under a lot of dynamic_cast used in wrong context) There is a better explanation about it on code as comment. Removed 24bit format (deprecated since DX10) (i convert it to 32bit) Shader/Constant buffer refactor with a custom parser. Better *.cpp organization / code cleaning Here there are change list about DirectX9 refactoring: I don't have many times in this period, if anyone would like to help me for this big task it would be great!īefore that, I've done a lot of code refactoring on D3D9 layer, also to make porting to D3D11 easier. This is my current status, there's still a lot of work to do.

visual studio 2010 d3dx9.lib

I'm taking some of my time to try a conversion of Torque3D from DirectX9 to DirectX11.












Visual studio 2010 d3dx9.lib