Aikeleer schrijft dat bij the CAD de uitgelekte versie is verschenen van DirectX 8.0b en zoals je aan de lijst bugfixjes hieronder kan zien is er flink wat verbeterd. Eén klein probleempje is er wel als je denkt dat je hiermee een wat hogere score kan halen in het videokaart martelprogramma 3DMark 2001, om deze versie van DirectX 8 te kunnen gebruiken heb je ook de 150Mb zware DirectX 8 SDK nodig. Dus misschien is het slim om nog even te wachten op de officiële release :
Bug Fixes
The following lists some of bugs have been fixed in this release. They are separated out by the functionality that they affect.
Core
· D3DXCreateTextureFromFileEx can now load certain16-bit BMPs generated by IE 5.0
· Add unicode support to D3DXCreateText functions
· All D3DX functions use D3DLOCK_NOSYSLOCK when locking resources
Effects
· D3DXCreateEffectFromFile(A or W) now returns D3DXERR_INVALIDDATA for errors
· Effect compiler now handles vector literals correctly
· Setting a shader constant to a matrix in an effect, now performs transpose
· Setting NULL vertex and pixel shaders in an effect are now allowed
Mesh
· ID3DXMesh::GenerateAdjacency() now works with non-zero epsilon parameter. When epsilon is non-zero, all vertices whose distance is less than epsilon share the same point representative, and are treated as collocated for adjacency generation.
· ID3DXMesh::CloneMeshFVF now fails for meshes with D3DFVF_XYZRHW
· ID3DXMesh:rawSubset now uses hardware for 32bit drawing if available.
· Calls to ID3DXMesh::Optimize with the SHAREVB flag set will now work.
· ID3DXSkinMesh::ConvertToIndexedBlendedMesh has some bug fixes
· ID3DXSkinMesh::ConvertToBlendedMesh has some bug fixes and performance improvements
· Calling ID3DXSkinMesh::GetMaxVertexInfluences before calling any ID3DXSkinMesh::ConvertTo* calls now works.
· ID3DXSPMesh::ClonePMesh no works with 32bit meshes with more than 65,536 faces.
· D3DXSaveMesh & D3DXLoadMesh* functions now handle 3d texture coordinates correctly.
· D3DXLoadMesh* initializes D3DMATERIAL8 correctly.
· D3DXLoadMesh* now handles duplicated entries in the VertexColors template.
· D3DXLoadMesh* functions can now return D3DXERR_LOADEDMESHASNODATA which indicates that a empty mesh template was found in the .X file
· D3DXCleanMesh works correctly with multi-attribute meshes
· D3DXIntersectMesh now handles 32 bit meshes.
· Effect & X file in text format now works if the (Windows) decimal separator isn't a point.
Tex
· Box filter now handles odd sized source surfaces.
Samples
· Many improvements and bug-fixes to the SkinnedMesh sample
· SkinnedMesh samples no longer ignores paletted skinning caps.