tag:blogger.com,1999:blog-398682525365778708.post4021830829048860265..comments2023-07-06T02:40:05.577-07:00Comments on Diary of a Graphics Programmer: Direct3D 10 OverviewWolfgang Engelhttp://www.blogger.com/profile/11031097395025597662noreply@blogger.comBlogger5125tag:blogger.com,1999:blog-398682525365778708.post-41445006687942077392009-12-30T15:15:49.322-08:002009-12-30T15:15:49.322-08:00I wanted to start with the DX10 version because DX...I wanted to start with the DX10 version because DX11 is a superset. I hope to have the DX11 version up in the next two days. So far it takes two pages because the DirectCompute interface uses a second page.Wolfgang Engelhttps://www.blogger.com/profile/11031097395025597662noreply@blogger.comtag:blogger.com,1999:blog-398682525365778708.post-31916033674361797152009-12-30T14:27:21.339-08:002009-12-30T14:27:21.339-08:00Hmm, why not a DX11 diagram instead? Wont fit on ...Hmm, why not a DX11 diagram instead? Wont fit on one page? :)Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-398682525365778708.post-63438192867064015732009-12-29T14:20:53.477-08:002009-12-29T14:20:53.477-08:00sebh: I will add your comments.
Araya: the dots a...sebh: I will add your comments. <br />Araya: the dots are supposed to be footnotes to all the textures on the left. This should manifest the fact that you need a shader view for each texture.<br />Updated version is soon available.Wolfgang Engelhttps://www.blogger.com/profile/11031097395025597662noreply@blogger.comtag:blogger.com,1999:blog-398682525365778708.post-42003159249220202512009-12-29T12:19:27.404-08:002009-12-29T12:19:27.404-08:00What do the little yellow dots stand for ?What do the little yellow dots stand for ?Arayahttps://www.blogger.com/profile/09530622763607355131noreply@blogger.comtag:blogger.com,1999:blog-398682525365778708.post-24997488963831004312009-12-29T03:56:59.766-08:002009-12-29T03:56:59.766-08:00Wouahou! Sweet! :)
Some random thoughts:
- What a...Wouahou! Sweet! :)<br /><br />Some random thoughts:<br />- What about early-depth-test when PS do not write to depth buffer? I think you didn't write about it for the sake of clarity.<br />- To my optinion, there is one arrow coming out from output merger which can write to (the back buffer OR render targets) AND with optional write to stencil/depth buffers. Actually, I think that some sort of logical operator should be added.<br /><br />REM: this is based on my OpenGL knowledge transposed to DX10. thank you for your diagram, It will help me to learn DX10. :Dsebhhttps://www.blogger.com/profile/14650504326449432531noreply@blogger.com