
- #Directx 11 tutorials drivers#
- #Directx 11 tutorials series#
- #Directx 11 tutorials free#
- #Directx 11 tutorials windows#
I would recommend to learn DirectX 11 today instead of OpenGL. There will be slight differences in how you interop with DXGI to present the final image too, and how you compile and link the program, but apart from this, the common graphics calls themselves have not changed at all. The graphics techniques themselves that were valid in the legacy SDK will require some effort to implement, but it is doable. This includes everything that was in the D3DX Math library, but it has a different naming convention, and more focus on performance (sse support, everything is inlined, because it is a header only library).
#Directx 11 tutorials windows#
Instead, there is a new open source math lib in the Windows SDK called DirectXMath. You can still use the old math library if you have the legacy SDK, but I wouldn't recommend it. Most of the stuff from the legacy SDK still applies, but the old D3DX math library is no longer included with the new DirectX SDK (which is part of the Windows SDK now).

So, is there some good and up-to-date materials for DirectX 11 available? If not, should i just switch to OGL and stick with it, since i haven't done much so far? Will i really have a better, easier time finding material to study rendering with OGL rather than DX11, or is just my frustration telling me to switch?
#Directx 11 tutorials free#
My small vacation will end next week, so i won't have all the free time available to me to do my research and keep learning DX slowly as i am right now, and it seems unnecessary afterall. Since my target for what i plan to build would mostly use Windows, I took it as a reason to use DX instead, but i'm now questioning: Is it really true? Am I really likely to find get this problem later?
#Directx 11 tutorials drivers#
the reason i've decided to seek help here is because OpenGL seems to have much, MUCH more resources to learn, from sites m blogs, videos, engine tutorials, etc, and are all quite easy to find (The resources i've got for DX took me a 1-3 days to gather, from start to now after having some problems) and the OpenGL stuff that i've found seem to cover just the same as the DX11 material i've gathered, but got it with a 5min google search.Ī major reason i've decided to not use OpenGL when i was starting was because i've heard that it has some problems with drivers ( your code is not guaranteed to work the same in every device ) and it kinda scared me, so i've decided to go with DX instead. It's not like there isn't good resources available, but most of them seem outdated or just don't cover much. There is quite a lot videos in this playlist, so i haven't checked them all, but reading is much better to learn for me).
#Directx 11 tutorials series#
( I also JUST found this series on youtube before creating this post. All other places i've found seem to be books that has the same problem: They're old and not updated(but i haven't bought all of them to be sure, but i just don't have the money to do so) are shady and don't cover much or are from msdn, which is not the best place to learn, but it's something. The way things are done in this book are quite old, and after a few days studying it and reading other another tutorial(which is up-to-date, but has a pay-wall to keep reading and doesn't cover much after the classic Hello Triangle) and searching several places i were able to finish the classic Hello Triangle. Theory and math there is great, and i'll probably keep it to learn about rendering in general, but when it comes to implementing things that the problems comes (and well, if it's just for theory i can read it and learn another API with more coding covered to get the job done). The problem is that it uses the old and deprecated 2010 SDK. CodeBank - ASP / ASP.I've decided that i'd learn DirectX 11 and got Frank D.Slow Chat with the Microsoft Visual Basic team.Universal Windows Platform and Modern Windows Experience.Quick Navigation CodeBank - Visual Basic 6 and earlier Top So that the examples (to learn from) are more numerous and could ignite inspiring ideas.

"Alternatively" I'd like to see the way other people use this project. Main problem is that writing these high-level functions implies a deep knowledge of DirectX and the (shared) choice of the specific objectives they should have.

Now, who knows if anyone will have the time and the desire to do it and share it.

I imagine classes with procedures / functions at a higher level of abstraction of the main elements such as "Screen", "Mesh", "Texture", "Camera", "Shader" etc. I mean that to implement "relatively simple" things the code to be written is quite complex.įor this, higher level procedures / functions, incorporating complex code would be of great use. Now I think it would be useful to create higher level procedures / functions (within classes) around this project to simplify its usability. But it is also complicated and for insiders.
