DirectX 9 HLSL vs. DirectX 10 HLSL: syntax the same?

Posted by numerical25 on Stack Overflow See other posts from Stack Overflow or by numerical25
Published on 2010-05-18T01:07:04Z Indexed on 2010/05/18 1:20 UTC
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For the past month or so, I have been busting my behind trying to learn DirectX. So I've been mixing back back and forth between DirectX 9 and 10. One of the major changes I've seen in the two is how to process vectors in the graphics card.

One of the drastic changes I notice is how you get the GPU to recognize your structs. In DirectX 9, you define the Flexible Vertex Formats.

Your typical set up would be like this:

#define CUSTOMFVF (D3DFVF_XYZRHW | D3DFVF_DIFFUSE)

In DirectX 10, I believe the equivalent is the input vertex description:

D3D10_INPUT_ELEMENT_DESC layout[] = {
    {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0,
        D3D10_INPUT_PER_VERTEX_DATA, 0},
    {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12,
        D3D10_INPUT_PER_VERTEX_DATA, 0}
};

I notice in DirectX 10 that it is more descriptive. Besides this, what are some of the drastic changes made, and is the HLSL syntax the same for both?

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