Tag Archives: directx 10

Fire Walk With Me

Over the last week I’ve been carefully balancing working on adding HDR rendering to Rawr along with watching the first and only two seasons of Twin Peaks. It’s hard to judge a show like that, on the whole, because while the first, say, sixteen-seventeen episodes are absolutely remarkable in just about every sense, the episodes [...]

Of DirectX and D3DX

I’m certain that I’ve written about this back in the days of yore but, slowly, as time went on, I actually began to trust and even like using the Direct D3DX utilities in my own codebase. I have generally only relied on the matrix, vector, and quaternion functionality early on in developing a codebase simply [...]

Skin and Bones

It’s no coincidence that I haven’t made a real dev journal entry since September 7 since that is about when class (my last class evar, even) started up. Since then my weekdays have been pretty filled with a combination of class, work, and homework so I haven’t been able to make much progress on my [...]

Of Bioshock and MxM Blocks

Well, it’s been a couple weeks, but I’m now fairly established in the new apartment and it’s absolutely fantastic. Though, aside from the move, the main other reason for the lack updates has, of course, been Bioshock, which is far and away the best game I’ve played in recent months
The Bioshock thing brings me to [...]

Still With the Every Dev-Day Thing

I’m still going with the dev journal entry for every day of actual development I do on this little project affectionately titled Rawr. Today was a sad day. Why was today a sad day, you may ask. Well, today was a sad day because I spent three hours struggling with that goddamn mouse. At first, [...]

The Beginnings of the Rawr Framework

On Friday night I made the decision that I would stop using the DXUT routines for my little Direct3D 10 sandbox that was beginning to evolve into a legitimate code toolset for me. And any legitimate code toolset — well, even a lot of the illegitimate code bases — does not touch DXUT with a [...]

On Direct3D10 vs. Direct3D9

Confused Direct3D 10 Menfolks.
So, I’ve seen a whole bunch of posts railing against Direct3D 10 – specifically in regards with skepticism to the difference in visual quality between DirectX 9 and DirectX 10. So here’s a bit of information from what little tidbits I’ve gathered here and there in my little Direct3D 10 experiments.
First of [...]