DirectX 10 start as a SoC project?
kingofallhearts999 at gmail.com
Sat Mar 10 17:08:21 CST 2007
Ack I also meant to mention that yes, if we do this, we would be a little
ahead of the game when DX10 apps really start rolling out, but if we do, we
might also have some DX 8 and 9 people stray to 10... just a worry. I'm sure
it will work out. Everything will be done eventually! Thankfully SoC really
gives people a push, eh?
On 3/10/07, Bryan Haskins <kingofallhearts999 at gmail.com> wrote:
> I'm no actual dev here by any means, but I think anything more than
> setting up the extreme basics would take away from the work done on 8, and
> 9. As not much uses 10 yet it would be a bit premature to do a ton of work
> on it. Porting the current code if only to the point of 10 working as well
> as 9 or 8 without the fancy new calls would suffice for now, and yes, I also
> think we should have a Vista version if only for the sake of consistency, it
> wouldn't really be any different than XP for us at the core just throwing
> the tag up there.
> I say focus SoC on 8 and 9, imagine having a more complete 8 and 9 then 10
> would be cake, as I understand it all it does it add new calls right? And
> possibly dig up the theming zombie, so we might have that finally lol.
> On 3/10/07, Stefan Dösinger <stefandoesinger at gmx.at> wrote:
> > Hi,
> > Thinking about SoC I though that starting a DirectX 10 implementation
> > may be a
> > good summer of code project. I do not mean implementing the full d3d10
> > lib,
> > that would be way to much, more starting the infrastructure. Henri
> > disagreed
> > with the idea, so I thought I'll write a mail for public discussion :-)
> > .
> > Looking at the timeline for SoC I hope it isn't too late.
> > My idea is to start a d3d10 implementation up to the following point:
> > -> Add a winver Windows Vista to make version checkers happy :-)
> > -> Create the d3d10 lib and start the .idl file for header generation
> > -> Write stubs for the functions to allow the app to create all the
> > interfaces
> > -> Write test cases for reference counting. ddraw and d3d9 show that
> > Microsoft
> > does not stick to its own COM rules
> > -> Make methods that have already 1:1 equivalents in wined3d call
> > wined3d. Add
> > other methods as required to wined3d.
> > -> Implement them as far as you feel like :-)
> > I think the good thing about this is that there are is not much
> > knowledge
> > about wined3d and d3d10 necessary at the start. The one who works on it
> > can
> > learn the d3d10 interface while writing the stubs and learn about
> > wined3d
> > when starting to call it.
> > Opinions? Suggestions?
> > Cheers,
> > Stefan
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