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Direct3D window

Name: Anonymous 2012-06-16 9:50

Wanting to make a switch from OpenGL to Direct3D, but it looks like I'm being force-fed Windows programming.
Now I'd like to focus my attention only on the graphics and not horseshit Win programming, so how could I create a window for Direct3D with SDL level simplicity?

I've read some articles by people who've supposedly used SDL and Direct3D together (can't comment on that).

I could use some pointers by people who've already done this. =/
Thank you in advance.

(please comment only on question not "hurr durr just use opengl" or "hurr durr learn windows")

Name: FFP 2012-06-16 9:55

can't help you.

Name: Anonymous 2012-06-16 10:22

RTFMSDN

Name: Anonymous 2012-06-16 10:36

You've kinda already answered your own question. You won't have much D3D going without wading through the shit that is COM/W32. You basically have 3 options:
 - Just use OpenGL
 - Learn Windows
 - Search for some shitty framework that does all the W32 shit for you. I think Humus has something for that (http://www.humus.name/)

Name: Anonymous 2012-06-16 11:33

Why don't you try for you'reself wat worx and wat doesn"t.
Or you can scroll prog and rub you're cock on the screen FOREVAR END EVAR..

Name: Anonymous 2012-06-16 20:52

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Name: Anonymous 2012-06-16 21:10

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Name: Anonymous 2012-06-16 21:29

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Name: Anonymous 2012-06-16 22:12

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Name: Anonymous 2012-06-16 22:25

>>1
1) Don't do Direct3D 9 or Direct3D 10, do only Direct3D 11.
2) It's not supposed to be easy, it's supposed to provide a minimalist API the covers the wide range of features available on modern GPUs. So it doesn't provide any features that hold your hand, it leaves it up to you to put something together with the low-level APIs.
3) Just stick to OpenGL + OpenCL. Don't use SDL. Use WGL (Windows) and GLX (X11). SDL is for babies. Learn some of the Windows API as you go along.
4) OpenCL is really where it's fucking at for CPU + GPU heterogeneous compute. AMD is releasing x86 APUs with extra ARM cores for dedicated crypto or whatever else you want to use, and you use OpenCL to program them. Microsoft's DirectCompute and C++AMP are shit. OpenCL will be how people implement real-time raycaster/raytracer/beamtracer or other software rendering engines for games going forward.

Name: Anonymous 2012-06-16 23:11

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Name: Anonymous 2012-06-17 8:31

>>10
Thank you for completely ignoring the final line of the message and answering everything EXCEPT THE FUCKING QUESTION.

What a fucking stupid /prog/ trend, "i don't know the answer but let me just post everything i know bout komputars cause i smart lulululul".

Name: Anonymous 2012-06-17 9:08

>>12
There's nothing wrong with using SDL+Direct 3D, but nobody has bothered to couple them together with some sort of binding to SDL. I don't know what you intend to achieve but Direct3D has always been Win32API quality so if you wanted explicit Direct3D experience, there is no other way than the standard Direct3D way.

Don't change these.
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