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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: 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.

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