http://www.gamedev.net/reference/articles/article1775.asp
Dit artikel maakt hopelijk duidelijk wat een vreemde uitspraak je eigenlijk doet
ff wat quoten:
DirectX is only updated every year or so, which is a little slow considering how fast the graphics industry moves. They make up for this somewhat by working closely with graphics vendors and adding support for things aren't yet available. Also, when new features are introduced, Direct3D offers a standardized way of accessing them.
En dan dit uit deze
paginaIn general, Direct3D is designed to be a 3D hardware interface. The feature set of D3D is derived from the feature set of what hardware provides. OpenGL, on the other hand, is designed to be a 3D rendering system that may be hardware accelerated. As such, its feature set is derived from that which users find useful. These two API's are fundamentally designed under two separate modes of thought. The fact that the two APIs have become so similar in functionality shows how well hardware is converging into user functionality.
Terwijl deze
Wiki hem afmaakt:
Direct3D 10 will forego the current DirectX practice of using "capability bits" to indicate which features are active on the current hardware. Instead, it will define a minimum standard of hardware capabilities which must be supported for a display system to be "Direct3D 10 compatible".
Voor de eerste keer dus eigenlijk dat de hardware DirectX moet volgen i.p.v. DirectX de hardware.
@switchboy hieronder:
Microsoft gaat geen zut implementeren of verplichten waar de GPU ontwikkelaars niet allang mee bezig zijn. Misschien zijn de huidige/eerst-volgende generatie videokaarten alwel DX10 gereed. Punt is, niemand gaat jou dat vertellen tot nadat Vista uit is, samen met een nieuwe reeks high end (lees dure) videoplanken.