I've decided to implement some D3D11 features in DirectQ. There is some nifty stuff you can do which overall gives a cleaner code path and allows me to integrate some things a lot better. This will probably become the primary path for 1.9.0 and onwards, with the old D3D9 path becoming somewhat deprecated, and eventually being removed entirely. It really is a legacy path in this day and age, and there doesn't seem to be much point in continuing to move forward with it.
Right now I've been bringing on a few things in an experimental build over the past few days, and so far I like what I see a lot. It just nicely solves a lot of the problems that exist with D3D9.
Here's the first screenshot from my experimental build. This probably won't reflect what things will ultimately turn out like, but should give an indication of how much can be done in such a short time:
With that in mind it's quite likely that further development of the renderer in the 1.8.x line will cease, as it seems pointless to be working on code that will be eventually removed. 1.8.3 will still happen of course, but will contain enhancements in other areas.
Till next time.
Thursday, April 1, 2010
Direct3D 11 Features
Posted by
mhquake
at
1:29 AM
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1 comments:
Holy sh*t! That looks like Tenebrae-style lighting! Damn... if only you could gibe us all that for D3D9... That looks awesome!
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