DirectX 10 start as a SoC project?
thunder.m at czela.net
Sun Mar 11 13:47:23 CDT 2007
Jesse Allen napsal(a):
> On 3/10/07, Stefan Dösinger <stefandoesinger at gmx.at> wrote:
>> 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
>> that would be way to much, more starting the infrastructure. Henri
>> 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
>> -> Write test cases for reference counting. ddraw and d3d9 show that
>> 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?
> The concept is nice, and I'd like to learn 3D graphic APIs better. But
> when I consider DX10, I don't have any DX10 apps, nor do I have Vista.
> I'd also be concerned if it is even properly documented if I were to
> start that way. So I'm not thinking I want to do DX10. However, this
> idea can be considered with any API that is currently not implemented.
> So I think I'll want to try this with a smaller more widely used API.
Nvidia introduced Nvidia SDK for DirectX 10
direct link: http://developer.nvidia.com/object/sdk_home.html
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